Shader compilation issue on Mac Mojave using Xcode and Eclipse
The following code works fine on a Windows PC using Visual Studio, but fails to provide color to the triangles when running on a Mac. It seems that the fragment shader compiles without issue, but there is something about the way MacOS is compiling/using the shader that is not working.
I originally started with Xcode. After discovering that the code runs on a Windows PC, I then switched to Eclipse on the Mac. Same issue. No doubt I have a dependency problem, but I'm struggling to find it.
Using MacBook Air with Mojave 10.14.1. Xcode is 10.1(10861). Eclipse is 2018-09 (4.9.0).
GLFW is version 3.2.1. GLEW is 2.1.0.
#include <iostream>
#include <string>
// GLEW
#define GLEW_STATIC
#include <GL/glew.h>
// GLFW
#include <GLFW/glfw3.h>
const GLint WIDTH = 800, HEIGHT = 600;
// Draw primative(s)
void draw() {
GLenum mode = GL_TRIANGLES;
GLint first = 0;
GLsizei count = 6;
glDrawArrays(mode, first, count);
}
// Create and compile shaders
static GLuint CompileShader(const std::string& source, GLuint shaderType) {
// Create shader object
GLuint shaderID = glCreateShader(shaderType);
const char* src = source.c_str();
// Attach source code to shader object
glShaderSource(shaderID, 1, &src, nullptr);
// Compile shader
std::cout << "Compiling shader..." << std::endl;
glCompileShader(shaderID);
// Return ID of compiled shader
return shaderID;
}
// Create program object
static GLuint CreateShaderProgram(const std::string& vertexShader, const std::string& fragmentShader) {
// Compile vertex shader
std::cout << "***** Compiling Vertex Shader *****" << std::endl;
GLuint vertexShaderComp = CompileShader(vertexShader, GL_VERTEX_SHADER);
// Compile fragment shader
std::cout << "***** Compiling Fragment Shader *****" << std::endl;
GLuint fragmentShaderComp = CompileShader(fragmentShader, GL_FRAGMENT_SHADER);
// Create program object
std::cout << "***** Create program object *****" << std::endl;
GLuint shaderProgram = glCreateProgram();
// Attach vertex and fragment shaders to program object
glAttachShader(shaderProgram, vertexShaderComp);
glAttachShader(shaderProgram, fragmentShaderComp);
std::cout << "***** Attached both Shaders *****" << std::endl;
// Link shaders to create executable
glLinkProgram(shaderProgram);
// Delete compiled shaders
glDeleteShader(vertexShaderComp);
glDeleteShader(fragmentShaderComp);
// Return shaderProgram
return shaderProgram;
}
int main() {
glfwInit(); // Initialize the glfw library
// Setup properties for the window
// THESE OPTIONS CAUSED THE TRIANGLE TO FAIL RENDERING; NOT SURE WHY
/*glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint( GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint( GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint( GLFW_RESIZABLE, GL_FALSE);*/
// Create instance of the window
GLFWwindow *window = glfwCreateWindow(WIDTH, HEIGHT, "Kevin Tooley", nullptr, nullptr);
int screenWidth, screenHeight;
glfwGetFramebufferSize(window, &screenWidth, &screenHeight);
// Handle the case that the window was not initialized
if ( nullptr == window ) {
std::cout << "Failed to create OpenGL Window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent( window ); // Make the window active
glewExperimental = GL_TRUE;
// Handle the case where glew failed to init
if ( GLEW_OK != glewInit() ) {
std::cout << "Failed to initialize GLEW" << std::endl;
return -1;
}
// Parameters used to display the window in relation to my screen
glViewport( 0, 0, screenWidth, screenHeight );
GLfloat vertices = {
// Triangle 1
0.0, 0.0, 0.0, // vert 0
1.0, 0.0, 0.0, // Red
-0.5, 0.0, 0.0, // vert 1
0.0, 1.0, 0.0, // Green
-0.5, 0.5, 0.0, // vert2
0.0, 0.0, 1.0, // Blue
// Triangle 2
0.0, 0.0, 0.0, // vert 0
1.0, 1.0, 0.0, // Red
0.5, 0.0, 0.0, // vert 1
0.0, 1.0, 1.0, // Green
0.5, -0.5, 0.0, // vert2
1.0, 0.0, 1.0 // Blue
};
GLuint VBO;
glGenBuffers(1, &VBO); // Create VBO
glBindBuffer(GL_ARRAY_BUFFER, VBO); // Select buffer ( VBO )
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); // Load vertex attributes
// Specify location and layout to GPU
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);
// Vertex Shader source code
std::string vertexShaderSource =
"#version 330 coren"
"layout(location = 0) in vec4 aPosition;n"
"layout(location = 1) in vec4 aColor;n"
"out vec4 oColor;n"
"void main()n"
"{n"
"gl_Position = aPosition;n"
"oColor = aColor;n"
"}n";
// Fragment shader source code
std::string fragmentShaderSource =
"#version 330 coren"
"in vec4 oColor;n"
"out vec4 fragColor;n"
"void main()n"
"{n"
"fragColor = oColor;n"
"}n";
// Create shader program
GLuint shaderProgram = CreateShaderProgram(vertexShaderSource, fragmentShaderSource);
// Use shader program
glUseProgram(shaderProgram);
// Loop to process while window is open
while ( !glfwWindowShouldClose( window ) ) {
glfwPollEvents();
// Resize window and drawing simultaneously
//glfwGetFramebufferSize(window, &screenWidth, &screenHeight);
//glViewport( 0, 0, screenWidth, screenHeight );
//glClearColor( 0.2f, 0.3f, 0.3f, 1.0f );
//glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glClear( GL_COLOR_BUFFER_BIT );
// Draw primative
draw();
//glEnable(GL_DEPTH_TEST);
glfwSwapBuffers( window );
//glfwPollEvents();
}
// The window has been closed, so terminate glfw
glfwTerminate();
return 0;
}
The console output is as follows. Note the error at the beginning. According to this point it is known bug? GLFW first responder error
2018-11-19 22:04:14.669523-0500 GLFW OpenGL[30749:3605032] [General] ERROR: Setting <GLFWContentView: 0x1005d0e60> as the first responder for window <GLFWWindow: 0x1005aa770>, but it is in a different window ((null))! This would eventually crash when the view is freed. The first responder will be set to nil.
(
0 AppKit 0x00007fff48427a8b -[NSWindow _validateFirstResponder:] + 530
1 AppKit 0x00007fff48427835 -[NSWindow _setFirstResponder:] + 31
2 AppKit 0x00007fff484fa114 -[NSWindow _realMakeFirstResponder:] + 448
3 libglfw.3.dylib 0x00000001003619f7 _glfwPlatformCreateWindow + 644
4 libglfw.3.dylib 0x000000010035d71e glfwCreateWindow + 443
5 GLFW OpenGL 0x00000001000015bd main + 77
6 libdyld.dylib 0x00007fff7803508d start + 1
)
***** Compiling Vertex Shader *****
Compiling shader...
***** Compiling Fragment Shader *****
Compiling shader...
***** Create program object *****
***** Attached both Shaders *****
Program ended with exit code: 0
Finally, here is the screen shot of the output on the Mac:
I don't have a screen shot for the PC, but it works without issue.
c++ macos opengl glfw glew
add a comment |
The following code works fine on a Windows PC using Visual Studio, but fails to provide color to the triangles when running on a Mac. It seems that the fragment shader compiles without issue, but there is something about the way MacOS is compiling/using the shader that is not working.
I originally started with Xcode. After discovering that the code runs on a Windows PC, I then switched to Eclipse on the Mac. Same issue. No doubt I have a dependency problem, but I'm struggling to find it.
Using MacBook Air with Mojave 10.14.1. Xcode is 10.1(10861). Eclipse is 2018-09 (4.9.0).
GLFW is version 3.2.1. GLEW is 2.1.0.
#include <iostream>
#include <string>
// GLEW
#define GLEW_STATIC
#include <GL/glew.h>
// GLFW
#include <GLFW/glfw3.h>
const GLint WIDTH = 800, HEIGHT = 600;
// Draw primative(s)
void draw() {
GLenum mode = GL_TRIANGLES;
GLint first = 0;
GLsizei count = 6;
glDrawArrays(mode, first, count);
}
// Create and compile shaders
static GLuint CompileShader(const std::string& source, GLuint shaderType) {
// Create shader object
GLuint shaderID = glCreateShader(shaderType);
const char* src = source.c_str();
// Attach source code to shader object
glShaderSource(shaderID, 1, &src, nullptr);
// Compile shader
std::cout << "Compiling shader..." << std::endl;
glCompileShader(shaderID);
// Return ID of compiled shader
return shaderID;
}
// Create program object
static GLuint CreateShaderProgram(const std::string& vertexShader, const std::string& fragmentShader) {
// Compile vertex shader
std::cout << "***** Compiling Vertex Shader *****" << std::endl;
GLuint vertexShaderComp = CompileShader(vertexShader, GL_VERTEX_SHADER);
// Compile fragment shader
std::cout << "***** Compiling Fragment Shader *****" << std::endl;
GLuint fragmentShaderComp = CompileShader(fragmentShader, GL_FRAGMENT_SHADER);
// Create program object
std::cout << "***** Create program object *****" << std::endl;
GLuint shaderProgram = glCreateProgram();
// Attach vertex and fragment shaders to program object
glAttachShader(shaderProgram, vertexShaderComp);
glAttachShader(shaderProgram, fragmentShaderComp);
std::cout << "***** Attached both Shaders *****" << std::endl;
// Link shaders to create executable
glLinkProgram(shaderProgram);
// Delete compiled shaders
glDeleteShader(vertexShaderComp);
glDeleteShader(fragmentShaderComp);
// Return shaderProgram
return shaderProgram;
}
int main() {
glfwInit(); // Initialize the glfw library
// Setup properties for the window
// THESE OPTIONS CAUSED THE TRIANGLE TO FAIL RENDERING; NOT SURE WHY
/*glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint( GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint( GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint( GLFW_RESIZABLE, GL_FALSE);*/
// Create instance of the window
GLFWwindow *window = glfwCreateWindow(WIDTH, HEIGHT, "Kevin Tooley", nullptr, nullptr);
int screenWidth, screenHeight;
glfwGetFramebufferSize(window, &screenWidth, &screenHeight);
// Handle the case that the window was not initialized
if ( nullptr == window ) {
std::cout << "Failed to create OpenGL Window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent( window ); // Make the window active
glewExperimental = GL_TRUE;
// Handle the case where glew failed to init
if ( GLEW_OK != glewInit() ) {
std::cout << "Failed to initialize GLEW" << std::endl;
return -1;
}
// Parameters used to display the window in relation to my screen
glViewport( 0, 0, screenWidth, screenHeight );
GLfloat vertices = {
// Triangle 1
0.0, 0.0, 0.0, // vert 0
1.0, 0.0, 0.0, // Red
-0.5, 0.0, 0.0, // vert 1
0.0, 1.0, 0.0, // Green
-0.5, 0.5, 0.0, // vert2
0.0, 0.0, 1.0, // Blue
// Triangle 2
0.0, 0.0, 0.0, // vert 0
1.0, 1.0, 0.0, // Red
0.5, 0.0, 0.0, // vert 1
0.0, 1.0, 1.0, // Green
0.5, -0.5, 0.0, // vert2
1.0, 0.0, 1.0 // Blue
};
GLuint VBO;
glGenBuffers(1, &VBO); // Create VBO
glBindBuffer(GL_ARRAY_BUFFER, VBO); // Select buffer ( VBO )
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); // Load vertex attributes
// Specify location and layout to GPU
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);
// Vertex Shader source code
std::string vertexShaderSource =
"#version 330 coren"
"layout(location = 0) in vec4 aPosition;n"
"layout(location = 1) in vec4 aColor;n"
"out vec4 oColor;n"
"void main()n"
"{n"
"gl_Position = aPosition;n"
"oColor = aColor;n"
"}n";
// Fragment shader source code
std::string fragmentShaderSource =
"#version 330 coren"
"in vec4 oColor;n"
"out vec4 fragColor;n"
"void main()n"
"{n"
"fragColor = oColor;n"
"}n";
// Create shader program
GLuint shaderProgram = CreateShaderProgram(vertexShaderSource, fragmentShaderSource);
// Use shader program
glUseProgram(shaderProgram);
// Loop to process while window is open
while ( !glfwWindowShouldClose( window ) ) {
glfwPollEvents();
// Resize window and drawing simultaneously
//glfwGetFramebufferSize(window, &screenWidth, &screenHeight);
//glViewport( 0, 0, screenWidth, screenHeight );
//glClearColor( 0.2f, 0.3f, 0.3f, 1.0f );
//glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glClear( GL_COLOR_BUFFER_BIT );
// Draw primative
draw();
//glEnable(GL_DEPTH_TEST);
glfwSwapBuffers( window );
//glfwPollEvents();
}
// The window has been closed, so terminate glfw
glfwTerminate();
return 0;
}
The console output is as follows. Note the error at the beginning. According to this point it is known bug? GLFW first responder error
2018-11-19 22:04:14.669523-0500 GLFW OpenGL[30749:3605032] [General] ERROR: Setting <GLFWContentView: 0x1005d0e60> as the first responder for window <GLFWWindow: 0x1005aa770>, but it is in a different window ((null))! This would eventually crash when the view is freed. The first responder will be set to nil.
(
0 AppKit 0x00007fff48427a8b -[NSWindow _validateFirstResponder:] + 530
1 AppKit 0x00007fff48427835 -[NSWindow _setFirstResponder:] + 31
2 AppKit 0x00007fff484fa114 -[NSWindow _realMakeFirstResponder:] + 448
3 libglfw.3.dylib 0x00000001003619f7 _glfwPlatformCreateWindow + 644
4 libglfw.3.dylib 0x000000010035d71e glfwCreateWindow + 443
5 GLFW OpenGL 0x00000001000015bd main + 77
6 libdyld.dylib 0x00007fff7803508d start + 1
)
***** Compiling Vertex Shader *****
Compiling shader...
***** Compiling Fragment Shader *****
Compiling shader...
***** Create program object *****
***** Attached both Shaders *****
Program ended with exit code: 0
Finally, here is the screen shot of the output on the Mac:
I don't have a screen shot for the PC, but it works without issue.
c++ macos opengl glfw glew
OSX doesn't need GLEW. While it may work, somehow, I prefer to enclose all of GLEW code inside#ifndef __APPLE__
– Ripi2
Nov 20 '18 at 19:42
add a comment |
The following code works fine on a Windows PC using Visual Studio, but fails to provide color to the triangles when running on a Mac. It seems that the fragment shader compiles without issue, but there is something about the way MacOS is compiling/using the shader that is not working.
I originally started with Xcode. After discovering that the code runs on a Windows PC, I then switched to Eclipse on the Mac. Same issue. No doubt I have a dependency problem, but I'm struggling to find it.
Using MacBook Air with Mojave 10.14.1. Xcode is 10.1(10861). Eclipse is 2018-09 (4.9.0).
GLFW is version 3.2.1. GLEW is 2.1.0.
#include <iostream>
#include <string>
// GLEW
#define GLEW_STATIC
#include <GL/glew.h>
// GLFW
#include <GLFW/glfw3.h>
const GLint WIDTH = 800, HEIGHT = 600;
// Draw primative(s)
void draw() {
GLenum mode = GL_TRIANGLES;
GLint first = 0;
GLsizei count = 6;
glDrawArrays(mode, first, count);
}
// Create and compile shaders
static GLuint CompileShader(const std::string& source, GLuint shaderType) {
// Create shader object
GLuint shaderID = glCreateShader(shaderType);
const char* src = source.c_str();
// Attach source code to shader object
glShaderSource(shaderID, 1, &src, nullptr);
// Compile shader
std::cout << "Compiling shader..." << std::endl;
glCompileShader(shaderID);
// Return ID of compiled shader
return shaderID;
}
// Create program object
static GLuint CreateShaderProgram(const std::string& vertexShader, const std::string& fragmentShader) {
// Compile vertex shader
std::cout << "***** Compiling Vertex Shader *****" << std::endl;
GLuint vertexShaderComp = CompileShader(vertexShader, GL_VERTEX_SHADER);
// Compile fragment shader
std::cout << "***** Compiling Fragment Shader *****" << std::endl;
GLuint fragmentShaderComp = CompileShader(fragmentShader, GL_FRAGMENT_SHADER);
// Create program object
std::cout << "***** Create program object *****" << std::endl;
GLuint shaderProgram = glCreateProgram();
// Attach vertex and fragment shaders to program object
glAttachShader(shaderProgram, vertexShaderComp);
glAttachShader(shaderProgram, fragmentShaderComp);
std::cout << "***** Attached both Shaders *****" << std::endl;
// Link shaders to create executable
glLinkProgram(shaderProgram);
// Delete compiled shaders
glDeleteShader(vertexShaderComp);
glDeleteShader(fragmentShaderComp);
// Return shaderProgram
return shaderProgram;
}
int main() {
glfwInit(); // Initialize the glfw library
// Setup properties for the window
// THESE OPTIONS CAUSED THE TRIANGLE TO FAIL RENDERING; NOT SURE WHY
/*glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint( GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint( GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint( GLFW_RESIZABLE, GL_FALSE);*/
// Create instance of the window
GLFWwindow *window = glfwCreateWindow(WIDTH, HEIGHT, "Kevin Tooley", nullptr, nullptr);
int screenWidth, screenHeight;
glfwGetFramebufferSize(window, &screenWidth, &screenHeight);
// Handle the case that the window was not initialized
if ( nullptr == window ) {
std::cout << "Failed to create OpenGL Window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent( window ); // Make the window active
glewExperimental = GL_TRUE;
// Handle the case where glew failed to init
if ( GLEW_OK != glewInit() ) {
std::cout << "Failed to initialize GLEW" << std::endl;
return -1;
}
// Parameters used to display the window in relation to my screen
glViewport( 0, 0, screenWidth, screenHeight );
GLfloat vertices = {
// Triangle 1
0.0, 0.0, 0.0, // vert 0
1.0, 0.0, 0.0, // Red
-0.5, 0.0, 0.0, // vert 1
0.0, 1.0, 0.0, // Green
-0.5, 0.5, 0.0, // vert2
0.0, 0.0, 1.0, // Blue
// Triangle 2
0.0, 0.0, 0.0, // vert 0
1.0, 1.0, 0.0, // Red
0.5, 0.0, 0.0, // vert 1
0.0, 1.0, 1.0, // Green
0.5, -0.5, 0.0, // vert2
1.0, 0.0, 1.0 // Blue
};
GLuint VBO;
glGenBuffers(1, &VBO); // Create VBO
glBindBuffer(GL_ARRAY_BUFFER, VBO); // Select buffer ( VBO )
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); // Load vertex attributes
// Specify location and layout to GPU
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);
// Vertex Shader source code
std::string vertexShaderSource =
"#version 330 coren"
"layout(location = 0) in vec4 aPosition;n"
"layout(location = 1) in vec4 aColor;n"
"out vec4 oColor;n"
"void main()n"
"{n"
"gl_Position = aPosition;n"
"oColor = aColor;n"
"}n";
// Fragment shader source code
std::string fragmentShaderSource =
"#version 330 coren"
"in vec4 oColor;n"
"out vec4 fragColor;n"
"void main()n"
"{n"
"fragColor = oColor;n"
"}n";
// Create shader program
GLuint shaderProgram = CreateShaderProgram(vertexShaderSource, fragmentShaderSource);
// Use shader program
glUseProgram(shaderProgram);
// Loop to process while window is open
while ( !glfwWindowShouldClose( window ) ) {
glfwPollEvents();
// Resize window and drawing simultaneously
//glfwGetFramebufferSize(window, &screenWidth, &screenHeight);
//glViewport( 0, 0, screenWidth, screenHeight );
//glClearColor( 0.2f, 0.3f, 0.3f, 1.0f );
//glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glClear( GL_COLOR_BUFFER_BIT );
// Draw primative
draw();
//glEnable(GL_DEPTH_TEST);
glfwSwapBuffers( window );
//glfwPollEvents();
}
// The window has been closed, so terminate glfw
glfwTerminate();
return 0;
}
The console output is as follows. Note the error at the beginning. According to this point it is known bug? GLFW first responder error
2018-11-19 22:04:14.669523-0500 GLFW OpenGL[30749:3605032] [General] ERROR: Setting <GLFWContentView: 0x1005d0e60> as the first responder for window <GLFWWindow: 0x1005aa770>, but it is in a different window ((null))! This would eventually crash when the view is freed. The first responder will be set to nil.
(
0 AppKit 0x00007fff48427a8b -[NSWindow _validateFirstResponder:] + 530
1 AppKit 0x00007fff48427835 -[NSWindow _setFirstResponder:] + 31
2 AppKit 0x00007fff484fa114 -[NSWindow _realMakeFirstResponder:] + 448
3 libglfw.3.dylib 0x00000001003619f7 _glfwPlatformCreateWindow + 644
4 libglfw.3.dylib 0x000000010035d71e glfwCreateWindow + 443
5 GLFW OpenGL 0x00000001000015bd main + 77
6 libdyld.dylib 0x00007fff7803508d start + 1
)
***** Compiling Vertex Shader *****
Compiling shader...
***** Compiling Fragment Shader *****
Compiling shader...
***** Create program object *****
***** Attached both Shaders *****
Program ended with exit code: 0
Finally, here is the screen shot of the output on the Mac:
I don't have a screen shot for the PC, but it works without issue.
c++ macos opengl glfw glew
The following code works fine on a Windows PC using Visual Studio, but fails to provide color to the triangles when running on a Mac. It seems that the fragment shader compiles without issue, but there is something about the way MacOS is compiling/using the shader that is not working.
I originally started with Xcode. After discovering that the code runs on a Windows PC, I then switched to Eclipse on the Mac. Same issue. No doubt I have a dependency problem, but I'm struggling to find it.
Using MacBook Air with Mojave 10.14.1. Xcode is 10.1(10861). Eclipse is 2018-09 (4.9.0).
GLFW is version 3.2.1. GLEW is 2.1.0.
#include <iostream>
#include <string>
// GLEW
#define GLEW_STATIC
#include <GL/glew.h>
// GLFW
#include <GLFW/glfw3.h>
const GLint WIDTH = 800, HEIGHT = 600;
// Draw primative(s)
void draw() {
GLenum mode = GL_TRIANGLES;
GLint first = 0;
GLsizei count = 6;
glDrawArrays(mode, first, count);
}
// Create and compile shaders
static GLuint CompileShader(const std::string& source, GLuint shaderType) {
// Create shader object
GLuint shaderID = glCreateShader(shaderType);
const char* src = source.c_str();
// Attach source code to shader object
glShaderSource(shaderID, 1, &src, nullptr);
// Compile shader
std::cout << "Compiling shader..." << std::endl;
glCompileShader(shaderID);
// Return ID of compiled shader
return shaderID;
}
// Create program object
static GLuint CreateShaderProgram(const std::string& vertexShader, const std::string& fragmentShader) {
// Compile vertex shader
std::cout << "***** Compiling Vertex Shader *****" << std::endl;
GLuint vertexShaderComp = CompileShader(vertexShader, GL_VERTEX_SHADER);
// Compile fragment shader
std::cout << "***** Compiling Fragment Shader *****" << std::endl;
GLuint fragmentShaderComp = CompileShader(fragmentShader, GL_FRAGMENT_SHADER);
// Create program object
std::cout << "***** Create program object *****" << std::endl;
GLuint shaderProgram = glCreateProgram();
// Attach vertex and fragment shaders to program object
glAttachShader(shaderProgram, vertexShaderComp);
glAttachShader(shaderProgram, fragmentShaderComp);
std::cout << "***** Attached both Shaders *****" << std::endl;
// Link shaders to create executable
glLinkProgram(shaderProgram);
// Delete compiled shaders
glDeleteShader(vertexShaderComp);
glDeleteShader(fragmentShaderComp);
// Return shaderProgram
return shaderProgram;
}
int main() {
glfwInit(); // Initialize the glfw library
// Setup properties for the window
// THESE OPTIONS CAUSED THE TRIANGLE TO FAIL RENDERING; NOT SURE WHY
/*glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint( GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint( GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint( GLFW_RESIZABLE, GL_FALSE);*/
// Create instance of the window
GLFWwindow *window = glfwCreateWindow(WIDTH, HEIGHT, "Kevin Tooley", nullptr, nullptr);
int screenWidth, screenHeight;
glfwGetFramebufferSize(window, &screenWidth, &screenHeight);
// Handle the case that the window was not initialized
if ( nullptr == window ) {
std::cout << "Failed to create OpenGL Window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent( window ); // Make the window active
glewExperimental = GL_TRUE;
// Handle the case where glew failed to init
if ( GLEW_OK != glewInit() ) {
std::cout << "Failed to initialize GLEW" << std::endl;
return -1;
}
// Parameters used to display the window in relation to my screen
glViewport( 0, 0, screenWidth, screenHeight );
GLfloat vertices = {
// Triangle 1
0.0, 0.0, 0.0, // vert 0
1.0, 0.0, 0.0, // Red
-0.5, 0.0, 0.0, // vert 1
0.0, 1.0, 0.0, // Green
-0.5, 0.5, 0.0, // vert2
0.0, 0.0, 1.0, // Blue
// Triangle 2
0.0, 0.0, 0.0, // vert 0
1.0, 1.0, 0.0, // Red
0.5, 0.0, 0.0, // vert 1
0.0, 1.0, 1.0, // Green
0.5, -0.5, 0.0, // vert2
1.0, 0.0, 1.0 // Blue
};
GLuint VBO;
glGenBuffers(1, &VBO); // Create VBO
glBindBuffer(GL_ARRAY_BUFFER, VBO); // Select buffer ( VBO )
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); // Load vertex attributes
// Specify location and layout to GPU
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);
// Vertex Shader source code
std::string vertexShaderSource =
"#version 330 coren"
"layout(location = 0) in vec4 aPosition;n"
"layout(location = 1) in vec4 aColor;n"
"out vec4 oColor;n"
"void main()n"
"{n"
"gl_Position = aPosition;n"
"oColor = aColor;n"
"}n";
// Fragment shader source code
std::string fragmentShaderSource =
"#version 330 coren"
"in vec4 oColor;n"
"out vec4 fragColor;n"
"void main()n"
"{n"
"fragColor = oColor;n"
"}n";
// Create shader program
GLuint shaderProgram = CreateShaderProgram(vertexShaderSource, fragmentShaderSource);
// Use shader program
glUseProgram(shaderProgram);
// Loop to process while window is open
while ( !glfwWindowShouldClose( window ) ) {
glfwPollEvents();
// Resize window and drawing simultaneously
//glfwGetFramebufferSize(window, &screenWidth, &screenHeight);
//glViewport( 0, 0, screenWidth, screenHeight );
//glClearColor( 0.2f, 0.3f, 0.3f, 1.0f );
//glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glClear( GL_COLOR_BUFFER_BIT );
// Draw primative
draw();
//glEnable(GL_DEPTH_TEST);
glfwSwapBuffers( window );
//glfwPollEvents();
}
// The window has been closed, so terminate glfw
glfwTerminate();
return 0;
}
The console output is as follows. Note the error at the beginning. According to this point it is known bug? GLFW first responder error
2018-11-19 22:04:14.669523-0500 GLFW OpenGL[30749:3605032] [General] ERROR: Setting <GLFWContentView: 0x1005d0e60> as the first responder for window <GLFWWindow: 0x1005aa770>, but it is in a different window ((null))! This would eventually crash when the view is freed. The first responder will be set to nil.
(
0 AppKit 0x00007fff48427a8b -[NSWindow _validateFirstResponder:] + 530
1 AppKit 0x00007fff48427835 -[NSWindow _setFirstResponder:] + 31
2 AppKit 0x00007fff484fa114 -[NSWindow _realMakeFirstResponder:] + 448
3 libglfw.3.dylib 0x00000001003619f7 _glfwPlatformCreateWindow + 644
4 libglfw.3.dylib 0x000000010035d71e glfwCreateWindow + 443
5 GLFW OpenGL 0x00000001000015bd main + 77
6 libdyld.dylib 0x00007fff7803508d start + 1
)
***** Compiling Vertex Shader *****
Compiling shader...
***** Compiling Fragment Shader *****
Compiling shader...
***** Create program object *****
***** Attached both Shaders *****
Program ended with exit code: 0
Finally, here is the screen shot of the output on the Mac:
I don't have a screen shot for the PC, but it works without issue.
c++ macos opengl glfw glew
c++ macos opengl glfw glew
edited Nov 21 '18 at 0:18
genpfault
41.8k95298
41.8k95298
asked Nov 20 '18 at 3:21
kvn290kvn290
132
132
OSX doesn't need GLEW. While it may work, somehow, I prefer to enclose all of GLEW code inside#ifndef __APPLE__
– Ripi2
Nov 20 '18 at 19:42
add a comment |
OSX doesn't need GLEW. While it may work, somehow, I prefer to enclose all of GLEW code inside#ifndef __APPLE__
– Ripi2
Nov 20 '18 at 19:42
OSX doesn't need GLEW. While it may work, somehow, I prefer to enclose all of GLEW code inside
#ifndef __APPLE__
– Ripi2
Nov 20 '18 at 19:42
OSX doesn't need GLEW. While it may work, somehow, I prefer to enclose all of GLEW code inside
#ifndef __APPLE__
– Ripi2
Nov 20 '18 at 19:42
add a comment |
2 Answers
2
active
oldest
votes
Your shaders are setup to use OpenGL 3.3 Core profile but you do not specify the version in the GLFW initialization. This is probably causing a mismatch between the shaders and the version of OpenGL being initialized. Check out this link and specify 3 for both major and minor version.
Also, you might want to check that your shader program compiled with errors. Here is an example from the OpenGL wiki on how to do that.
If you are still having issues then add glGetError() after each OpenGL call to nail down where the error is occurring.
Thank you. It is true that I had a mismatch. The problem is that when I add theglfwWindowHint
major and minor lines, it prevents the triangles from rendering at all. It's a blank window. So I think I still have a mismatch, but of a different flavor.
– kvn290
Nov 21 '18 at 1:18
I added a few more options for you to try in my post.
– Jeff Melton
Nov 21 '18 at 14:27
Got it! Your suggestions were very helpful. glGetError was key. It turns out that I was getting a 1282 error after calling glEnableVertexAttribArray. The Core Profile requires a Vertex Array Object (VAO) to be bound for all vertex related calls. [See this post] (stackoverflow.com/questions/24643027/…)
– kvn290
Nov 22 '18 at 3:03
add a comment |
If I had to guess, I would think your OpenGL-version
is outdated on your Mac. This would cause certain functions to not behave as expected. The OpenGL-version can be obtained with glGetString(GL_VERSION)
.
Thank you for that pointer. printing the result ofglGetString(GL_VERSION)
showed that I was using version 2.1. The trouble is that when I add in theglfwWindowHint
for major and minor (both set to 3), it causes the triangle(s) to not render. It's a blank window. But doing so does result in usingOpenGL 4.1
. Just guessing, I also set major to 4 and minor to 1. No help.
– kvn290
Nov 21 '18 at 1:16
add a comment |
Your Answer
StackExchange.ifUsing("editor", function () {
StackExchange.using("externalEditor", function () {
StackExchange.using("snippets", function () {
StackExchange.snippets.init();
});
});
}, "code-snippets");
StackExchange.ready(function() {
var channelOptions = {
tags: "".split(" "),
id: "1"
};
initTagRenderer("".split(" "), "".split(" "), channelOptions);
StackExchange.using("externalEditor", function() {
// Have to fire editor after snippets, if snippets enabled
if (StackExchange.settings.snippets.snippetsEnabled) {
StackExchange.using("snippets", function() {
createEditor();
});
}
else {
createEditor();
}
});
function createEditor() {
StackExchange.prepareEditor({
heartbeatType: 'answer',
autoActivateHeartbeat: false,
convertImagesToLinks: true,
noModals: true,
showLowRepImageUploadWarning: true,
reputationToPostImages: 10,
bindNavPrevention: true,
postfix: "",
imageUploader: {
brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
allowUrls: true
},
onDemand: true,
discardSelector: ".discard-answer"
,immediatelyShowMarkdownHelp:true
});
}
});
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53385743%2fshader-compilation-issue-on-mac-mojave-using-xcode-and-eclipse%23new-answer', 'question_page');
}
);
Post as a guest
Required, but never shown
2 Answers
2
active
oldest
votes
2 Answers
2
active
oldest
votes
active
oldest
votes
active
oldest
votes
Your shaders are setup to use OpenGL 3.3 Core profile but you do not specify the version in the GLFW initialization. This is probably causing a mismatch between the shaders and the version of OpenGL being initialized. Check out this link and specify 3 for both major and minor version.
Also, you might want to check that your shader program compiled with errors. Here is an example from the OpenGL wiki on how to do that.
If you are still having issues then add glGetError() after each OpenGL call to nail down where the error is occurring.
Thank you. It is true that I had a mismatch. The problem is that when I add theglfwWindowHint
major and minor lines, it prevents the triangles from rendering at all. It's a blank window. So I think I still have a mismatch, but of a different flavor.
– kvn290
Nov 21 '18 at 1:18
I added a few more options for you to try in my post.
– Jeff Melton
Nov 21 '18 at 14:27
Got it! Your suggestions were very helpful. glGetError was key. It turns out that I was getting a 1282 error after calling glEnableVertexAttribArray. The Core Profile requires a Vertex Array Object (VAO) to be bound for all vertex related calls. [See this post] (stackoverflow.com/questions/24643027/…)
– kvn290
Nov 22 '18 at 3:03
add a comment |
Your shaders are setup to use OpenGL 3.3 Core profile but you do not specify the version in the GLFW initialization. This is probably causing a mismatch between the shaders and the version of OpenGL being initialized. Check out this link and specify 3 for both major and minor version.
Also, you might want to check that your shader program compiled with errors. Here is an example from the OpenGL wiki on how to do that.
If you are still having issues then add glGetError() after each OpenGL call to nail down where the error is occurring.
Thank you. It is true that I had a mismatch. The problem is that when I add theglfwWindowHint
major and minor lines, it prevents the triangles from rendering at all. It's a blank window. So I think I still have a mismatch, but of a different flavor.
– kvn290
Nov 21 '18 at 1:18
I added a few more options for you to try in my post.
– Jeff Melton
Nov 21 '18 at 14:27
Got it! Your suggestions were very helpful. glGetError was key. It turns out that I was getting a 1282 error after calling glEnableVertexAttribArray. The Core Profile requires a Vertex Array Object (VAO) to be bound for all vertex related calls. [See this post] (stackoverflow.com/questions/24643027/…)
– kvn290
Nov 22 '18 at 3:03
add a comment |
Your shaders are setup to use OpenGL 3.3 Core profile but you do not specify the version in the GLFW initialization. This is probably causing a mismatch between the shaders and the version of OpenGL being initialized. Check out this link and specify 3 for both major and minor version.
Also, you might want to check that your shader program compiled with errors. Here is an example from the OpenGL wiki on how to do that.
If you are still having issues then add glGetError() after each OpenGL call to nail down where the error is occurring.
Your shaders are setup to use OpenGL 3.3 Core profile but you do not specify the version in the GLFW initialization. This is probably causing a mismatch between the shaders and the version of OpenGL being initialized. Check out this link and specify 3 for both major and minor version.
Also, you might want to check that your shader program compiled with errors. Here is an example from the OpenGL wiki on how to do that.
If you are still having issues then add glGetError() after each OpenGL call to nail down where the error is occurring.
edited Nov 21 '18 at 14:26
answered Nov 20 '18 at 18:26
Jeff MeltonJeff Melton
152213
152213
Thank you. It is true that I had a mismatch. The problem is that when I add theglfwWindowHint
major and minor lines, it prevents the triangles from rendering at all. It's a blank window. So I think I still have a mismatch, but of a different flavor.
– kvn290
Nov 21 '18 at 1:18
I added a few more options for you to try in my post.
– Jeff Melton
Nov 21 '18 at 14:27
Got it! Your suggestions were very helpful. glGetError was key. It turns out that I was getting a 1282 error after calling glEnableVertexAttribArray. The Core Profile requires a Vertex Array Object (VAO) to be bound for all vertex related calls. [See this post] (stackoverflow.com/questions/24643027/…)
– kvn290
Nov 22 '18 at 3:03
add a comment |
Thank you. It is true that I had a mismatch. The problem is that when I add theglfwWindowHint
major and minor lines, it prevents the triangles from rendering at all. It's a blank window. So I think I still have a mismatch, but of a different flavor.
– kvn290
Nov 21 '18 at 1:18
I added a few more options for you to try in my post.
– Jeff Melton
Nov 21 '18 at 14:27
Got it! Your suggestions were very helpful. glGetError was key. It turns out that I was getting a 1282 error after calling glEnableVertexAttribArray. The Core Profile requires a Vertex Array Object (VAO) to be bound for all vertex related calls. [See this post] (stackoverflow.com/questions/24643027/…)
– kvn290
Nov 22 '18 at 3:03
Thank you. It is true that I had a mismatch. The problem is that when I add the
glfwWindowHint
major and minor lines, it prevents the triangles from rendering at all. It's a blank window. So I think I still have a mismatch, but of a different flavor.– kvn290
Nov 21 '18 at 1:18
Thank you. It is true that I had a mismatch. The problem is that when I add the
glfwWindowHint
major and minor lines, it prevents the triangles from rendering at all. It's a blank window. So I think I still have a mismatch, but of a different flavor.– kvn290
Nov 21 '18 at 1:18
I added a few more options for you to try in my post.
– Jeff Melton
Nov 21 '18 at 14:27
I added a few more options for you to try in my post.
– Jeff Melton
Nov 21 '18 at 14:27
Got it! Your suggestions were very helpful. glGetError was key. It turns out that I was getting a 1282 error after calling glEnableVertexAttribArray. The Core Profile requires a Vertex Array Object (VAO) to be bound for all vertex related calls. [See this post] (stackoverflow.com/questions/24643027/…)
– kvn290
Nov 22 '18 at 3:03
Got it! Your suggestions were very helpful. glGetError was key. It turns out that I was getting a 1282 error after calling glEnableVertexAttribArray. The Core Profile requires a Vertex Array Object (VAO) to be bound for all vertex related calls. [See this post] (stackoverflow.com/questions/24643027/…)
– kvn290
Nov 22 '18 at 3:03
add a comment |
If I had to guess, I would think your OpenGL-version
is outdated on your Mac. This would cause certain functions to not behave as expected. The OpenGL-version can be obtained with glGetString(GL_VERSION)
.
Thank you for that pointer. printing the result ofglGetString(GL_VERSION)
showed that I was using version 2.1. The trouble is that when I add in theglfwWindowHint
for major and minor (both set to 3), it causes the triangle(s) to not render. It's a blank window. But doing so does result in usingOpenGL 4.1
. Just guessing, I also set major to 4 and minor to 1. No help.
– kvn290
Nov 21 '18 at 1:16
add a comment |
If I had to guess, I would think your OpenGL-version
is outdated on your Mac. This would cause certain functions to not behave as expected. The OpenGL-version can be obtained with glGetString(GL_VERSION)
.
Thank you for that pointer. printing the result ofglGetString(GL_VERSION)
showed that I was using version 2.1. The trouble is that when I add in theglfwWindowHint
for major and minor (both set to 3), it causes the triangle(s) to not render. It's a blank window. But doing so does result in usingOpenGL 4.1
. Just guessing, I also set major to 4 and minor to 1. No help.
– kvn290
Nov 21 '18 at 1:16
add a comment |
If I had to guess, I would think your OpenGL-version
is outdated on your Mac. This would cause certain functions to not behave as expected. The OpenGL-version can be obtained with glGetString(GL_VERSION)
.
If I had to guess, I would think your OpenGL-version
is outdated on your Mac. This would cause certain functions to not behave as expected. The OpenGL-version can be obtained with glGetString(GL_VERSION)
.
edited Nov 21 '18 at 0:11
answered Nov 20 '18 at 11:23
Lourens DijkstraLourens Dijkstra
769
769
Thank you for that pointer. printing the result ofglGetString(GL_VERSION)
showed that I was using version 2.1. The trouble is that when I add in theglfwWindowHint
for major and minor (both set to 3), it causes the triangle(s) to not render. It's a blank window. But doing so does result in usingOpenGL 4.1
. Just guessing, I also set major to 4 and minor to 1. No help.
– kvn290
Nov 21 '18 at 1:16
add a comment |
Thank you for that pointer. printing the result ofglGetString(GL_VERSION)
showed that I was using version 2.1. The trouble is that when I add in theglfwWindowHint
for major and minor (both set to 3), it causes the triangle(s) to not render. It's a blank window. But doing so does result in usingOpenGL 4.1
. Just guessing, I also set major to 4 and minor to 1. No help.
– kvn290
Nov 21 '18 at 1:16
Thank you for that pointer. printing the result of
glGetString(GL_VERSION)
showed that I was using version 2.1. The trouble is that when I add in the glfwWindowHint
for major and minor (both set to 3), it causes the triangle(s) to not render. It's a blank window. But doing so does result in using OpenGL 4.1
. Just guessing, I also set major to 4 and minor to 1. No help.– kvn290
Nov 21 '18 at 1:16
Thank you for that pointer. printing the result of
glGetString(GL_VERSION)
showed that I was using version 2.1. The trouble is that when I add in the glfwWindowHint
for major and minor (both set to 3), it causes the triangle(s) to not render. It's a blank window. But doing so does result in using OpenGL 4.1
. Just guessing, I also set major to 4 and minor to 1. No help.– kvn290
Nov 21 '18 at 1:16
add a comment |
Thanks for contributing an answer to Stack Overflow!
- Please be sure to answer the question. Provide details and share your research!
But avoid …
- Asking for help, clarification, or responding to other answers.
- Making statements based on opinion; back them up with references or personal experience.
To learn more, see our tips on writing great answers.
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53385743%2fshader-compilation-issue-on-mac-mojave-using-xcode-and-eclipse%23new-answer', 'question_page');
}
);
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
OSX doesn't need GLEW. While it may work, somehow, I prefer to enclose all of GLEW code inside
#ifndef __APPLE__
– Ripi2
Nov 20 '18 at 19:42