Can you include a proper build script? cc --std=c99 -Wall --pedantic -I/opt/homebrew/Cellar/glfw3/3.1.2/include -L/opt/homebrew/Cellar/glfw3/3.1.2/lib -lglfw3 minimal-glfw.c -o minimal-glfw minimal-glfw.c:15:5: warning: suggest braces around initialization of subobject [-Wmissing-braces] 256, 0, // top point ^~~~~~~~ { } minimal-glfw.c:16:5: warning: suggest braces around initialization of subobject [-Wmissing-braces] 512, 256, // right point ^~~~~~~~ { } minimal-glfw.c:17:5: warning: suggest braces around initialization of subobject [-Wmissing-braces] 256, 512, // bottom point ^~~~~~~~ { } minimal-glfw.c:18:7: warning: suggest braces around initialization of subobject [-Wmissing-braces] 0, 256}; // left point ^~~~~~ { } 4 warnings generated. Undefined symbols for architecture x86_64: "_glAttachShader", referenced from: _main in minimal-glfw-368070.o "_glBindBuffer", referenced from: _main in minimal-glfw-368070.o "_glBufferData", referenced from: _main in minimal-glfw-368070.o "_glClear", referenced from: _main in minimal-glfw-368070.o "_glClearColor", referenced from: _main in minimal-glfw-368070.o "_glCompileShader", referenced from: _main in minimal-glfw-368070.o "_glCreateProgram", referenced from: _main in minimal-glfw-368070.o "_glCreateShader", referenced from: _main in minimal-glfw-368070.o "_glDrawArrays", referenced from: _main in minimal-glfw-368070.o "_glEnableVertexAttribArray", referenced from: _main in minimal-glfw-368070.o "_glGenBuffers", referenced from: _main in minimal-glfw-368070.o "_glGetAttribLocation", referenced from: _main in minimal-glfw-368070.o "_glLinkProgram", referenced from: _main in minimal-glfw-368070.o "_glShaderSource", referenced from: _main in minimal-glfw-368070.o "_glUseProgram", referenced from: _main in minimal-glfw-368070.o "_glVertexAttribPointer", referenced from: _main in minimal-glfw-368070.o ld: symbol(s) not found for architecture x86_64 clang: error: linker command failed with exit code 1 (use -v to see invocation) make: *** [minimal-glfw] Error 1
On 24 March 2016 at 17:59, Thibault Raffaillac <thibault.raffail...@inria.fr > wrote: > Hi, > > Some progress on the OpenGL project: > _ I read much of the sources around NBOpenGL, the architecture looks nice > to me, so will keep it, but am actually considering to strip it to OpenGL > ES 2! This is a subset of OpenGL, but is supported on more platforms > (Android, iOS, RPi), and will be easier to maintain in the long term. > _ A working minimal demo in C ( > https://drive.google.com/file/d/0B6Y_O5MtrUaEbXFjTGhUcTZwY3M/view?usp=sharing > ) > _ SDL2 gave me some headaches (2~3 seconds to start & open a window, could > not properly display the title bar, displays big ugly pixels on retina > screen, could not test it in Pharo since it did not find library file). So > I tried GLFW and LOVE IT (starts fast, handles the pixel density problem > nicely, amazing documentation). I will work to bind it with FFI. > _ Anybody else working on porting NBOpenGL? I am rather slow, so if we can > sync work would be perfect :) > > Cheers, > Thibault > > > ------------------------------ > > > > Message: 2 > > Date: Sat, 12 Mar 2016 09:06:36 +0100 > > From: stepharo <steph...@free.fr> > > To: pharo-users@lists.pharo.org > > Subject: Re: [Pharo-users] OpenGL project > > Message-ID: <56e3ce0c.1010...@free.fr> > > Content-Type: text/plain; charset=windows-1252; format=flowed > > > > Check bloc under Moose in the CI > > there is a little class with the binding. > > > > Stef > > > > Le 11/3/16 13:22, Thibault Raffaillac a ?crit : > > > Hi, > > > > > > I would like to do a bit of OpenGL in Pharo, but it does not seem to > work > > > at the moment. > > > > > > Tried NBOpenGL with a spur image (50560): > > > _ fails at installation from configuration browser (need to click > again on > > > installing to get all classes) > > > _ demo "GLTTRenderingDemo new openInWorld" fails at NBGLContextDriver > with > > > error "No suitable implementation found for initializing OpenGL context > > > for your platform" (running on a Mac) > > > > > > Tried with a pre-spur image (50496): > > > _ same weirdness at installation > > > _ demo fails at NBGLCurveRenderer with "MessageNotUnderstood: receiver > of > > > on: is nil" > > > > > > Is there a working demo available out there? I have worked a lot with > > > OpenGL ES 2.0 and could definitely provide work on the topic. > > > > > > Cheers, > > > Thibault > > > > >