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• ### Similar Content

• Good evening everyone!

I was wondering if there is something equivalent of  GL_NV_blend_equation_advanced for AMD?
Basically I'm trying to find more compatible version of it.

Thank you!

• Hello guys,

How do I know? Why does wavefront not show for me?
I already checked I have non errors yet.

And my download (mega.nz) should it is original but I tried no success...
- Add blend source and png file here I have tried tried,.....

PS: Why is our community not active? I wait very longer. Stop to lie me!
Thanks !

• I wasn't sure if this would be the right place for a topic like this so sorry if it isn't.
I'm currently working on a project for Uni using FreeGLUT to make a simple solar system simulation. I've got to the point where I've implemented all the planets and have used a Scene Graph to link them all together. The issue I'm having with now though is basically the planets and moons orbit correctly at their own orbit speeds.
I'm not really experienced with using matrices for stuff like this so It's likely why I can't figure out how exactly to get it working. This is where I'm applying the transformation matrices, as well as pushing and popping them. This is within the Render function that every planet including the sun and moons will have and run.
if (tag != "Sun") { glRotatef(orbitAngle, orbitRotation.X, orbitRotation.Y, orbitRotation.Z); } glPushMatrix(); glTranslatef(position.X, position.Y, position.Z); glRotatef(rotationAngle, rotation.X, rotation.Y, rotation.Z); glScalef(scale.X, scale.Y, scale.Z); glDrawElements(GL_TRIANGLES, mesh->indiceCount, GL_UNSIGNED_SHORT, mesh->indices); if (tag != "Sun") { glPopMatrix(); } The "If(tag != "Sun")" parts are my attempts are getting the planets to orbit correctly though it likely isn't the way I'm meant to be doing it. So I was wondering if someone would be able to help me? As I really don't have an idea on what I would do to get it working. Using the if statement is truthfully the closest I've got to it working but there are still weird effects like the planets orbiting faster then they should depending on the number of planets actually be updated/rendered.

• Hello everyone,
I have problem with texture

• Hello everyone
For @80bserver8 nice job - I have found Google search. How did you port from Javascript WebGL to C# OpenTK.?
I have been searched Google but it shows f***ing Unity 3D. I really want know how do I understand I want start with OpenTK But I want know where is porting of Javascript and C#?

Thanks!

# OpenGL <OpenGL/gl.h> Include Failing

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I've installed XCode and opened it once.
The command-line tools are also installed.

The linker flag -framework OpenGL is present under Additional options in the linker settings.

Under Additional Library Directories in the linker settings, I have added /System/Library/Frameworks.

The linker and C++ compiler are g++. The C compiler is gcc.

My OS X version is 10.11 (El Capitan).

I have included the headers below.

#include <OpenGL/gl.h>
#include <OpenGL/glu.h>

However, the headers still do not resolve.

If I do the same for SDL2, <SDL2/sdl.h> DOES resolve but <SDL2/SDL_opengl.h> has an unresolved include in it, which is <OpenGL/gl.h>

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It is not exactly clear to me what build system you are using. It is Xcode itself? If yes, then adding "/System/Library/Frameworks/" should not be needed.

However, the frameworks therein are runtime components. The headers are development components - the are not bundled with the runtime components. Instead, they are bundled with the SDKs. For example, the SDK for Mac OS X 10.9 brings such headers

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It is not exactly clear to me what build system you are using. It is Xcode itself? If yes, then adding "/System/Library/Frameworks/" should not be needed.

However, the frameworks therein are runtime components. The headers are development components - the are not bundled with the runtime components. Instead, they are bundled with the SDKs. For example, the SDK for Mac OS X 10.9 brings such headers

Oh, I managed to forget the most important detail.

I'm using Netbeans 8.1 (C++), with the g++/gcc linkers/compilers.

Edit: searched for OpenGL.framework inside the XCode package and it doesn't exist

Edited by Lolums

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Unless you are working on a very old GPU or onboard GPU then you are not recommendet to use the GL headers rather than using some wrapper Library (GLFW) or writing your own one because in every profile from 3.2 and above you are binding for extension functions and use just a few build in ones you could directly link to. You also might need to set config in SDL correctly if there are unresolved errors with the right platform tag (that might not be set by default in your compiling unit)

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Edit: searched for OpenGL.framework inside the XCode package and it doesn't exist

Do you have any SDK installed?