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Example project setup and showcase of features #8
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Agreed. Examples don't work. |
Assuming you probably needs just core and gl module:
Where:
If you have an example I can take a look at it |
Also, in case you dont have it yet, you need to add jitpack to your repositories:
|
Thank you. I eventually got it to work on my own but I decided to switch to pure LWJGL in the end and started a new project. When I started to look into these thing, I also were confused about the OpenGL binding libraries LWJGL and JOGL and what is their difference, so that was my bad. Still, apart from the example of settings up a Glfw window and clearing the screen, the list of features (
It remains unclear to me what are these buffer allocation methods and what is their purpose. I assume they are related to the memory strategies provided by LWJGL (https://github.com/LWJGL/lwjgl3-wiki/wiki/1.3.-Memory-FAQ) when you are preparing to send vertex data to the GPU with performance in mind, but those strategies and tools are situational, and it is up to the programmer to choose the best strategy for each individual situation. Making it clear with code examples and situations what this SDK's buffer allocation methods bring to the table and why they are easier to use compared to plain LWJGL stuff would, in my opinion, do a great service for this project. If your intention was to just share a bunch of wrapping utilies over LWJGL written on Kotlin that everyone can study and check directly from the source code on their own, well that's also fine and good, but I guess the name I am now working directly with LWJGL and Kotlin, and by converting this tutorial's (https://lwjglgamedev.gitbooks.io/3d-game-development-with-lwjgl/content/) source code files to Kotlin (selectively) has given me a very good base setup for building my own more complex graphics applications. |
Gonna have to agree, tried using this before and now trying again. The explanation on project setup is severely lacking or outdated. uno-gl seems to no longer exist. Copied straight from README.
Results in I've also tried other version tags such as v0.7.8 and older versions. Considering I also ran into issues trying to setup imgui from other repo, I, unfortunately, don't think I'll be using anything from kotlin-graphics. |
@kaphula (Sorry, I missed your reply) Your inputs are quite valuables, I'll work on that asap However since I lack time, the documentation is, of course and unfortunately, the first aspect affected by that.. but I'm open to contributions (I mean to both of you) @ushort, uno-gl has been removed, I'll update quickly the readme. Also which issues did you run into (with imgui)? Consider opening an issue to get attention and support |
@elect86 Understandable, just frustrating when set up doesn't work smoothly. Edit: Seems like even after using awt instead of gl, gl calls are missing such as Edit: Just manually included LWJGL dependencies myself in build.gradle. Still have this error though Last edit: Manually included glm into build gradle which fixed it. Also had to throw in the following in order to get window.loop {} working
Complete build.gradle: https://gist.github.com/ushort/4583f7fc45428fc7d45f60450e91a039 |
Yeah, I do understand the frustation and for this I'm sorry However, is the project open? Which gl calls are you referring to? The lwjgl vanilla or the confortable ones in gln? Also, Glad you fixed, I'm gonna solve this issue though. So that one has only to include uno and then all the depenciences are included and made available automatically If you still use jdk8, there is a corresponding branch exactly for that ;) |
Hello,
I tried to test this SDK with Intellij IDEA community edition and Gradle, but I could not get it to run. I tried adding Gradle dependencies such as glm, jogl, and jogamp with no luck. The example given in the Readme was unable to import the gl calls and trying to open just the glfw window crashed with an error about glm library and classpaths.
It would be good to have an example project or tutorial clarifying what are the required steps and dependencies needed to get this running and to showcase why this SDK is worth using.
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