Changed GLFW context version to OpenGL 4

pull/665/head
vurtun 2018-04-06 09:20:53 +02:00
parent 48a9d3176b
commit 1098b22423
2 changed files with 24 additions and 6 deletions

View File

@ -87,8 +87,8 @@ int main(void)
fprintf(stdout, "[GFLW] failed to init!\n");
exit(1);
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 5);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);

View File

@ -17,7 +17,7 @@
#include <GLFW/glfw3.h>
enum nk_glfw_init_state{
NK_GLFW3_DEFAULT=0,
NK_GLFW3_DEFAULT = 0,
NK_GLFW3_INSTALL_CALLBACKS
};
@ -155,6 +155,24 @@ nk_glfw3_device_create()
glCompileShader(dev->vert_shdr);
glCompileShader(dev->frag_shdr);
glGetShaderiv(dev->vert_shdr, GL_COMPILE_STATUS, &status);
GLint len = 0;
glGetShaderiv(dev->vert_shdr, GL_INFO_LOG_LENGTH, &len);
if (len > 1) {
char *log = calloc((size_t)len, sizeof(char));
glGetShaderInfoLog(dev->vert_shdr, len, NULL, log);
fprintf(stdout, "[GL]: failed to compile shader: %s", log);
free(log);
}
glGetShaderiv(dev->frag_shdr, GL_INFO_LOG_LENGTH, &len);
if (len > 1) {
char *log = calloc((size_t)len, sizeof(char));
glGetShaderInfoLog(dev->frag_shdr, len, NULL, log);
fprintf(stdout, "[GL]: failed to compile shader: %s", log);
free(log);
}
assert(status == GL_TRUE);
glGetShaderiv(dev->frag_shdr, GL_COMPILE_STATUS, &status);
assert(status == GL_TRUE);
@ -401,8 +419,7 @@ nk_glfw3_render(enum nk_anti_aliasing AA)
nk_buffer_init_fixed(&vbuf, vertices, (size_t)dev->max_vertex_buffer);
nk_buffer_init_fixed(&ebuf, elements, (size_t)dev->max_element_buffer);
nk_convert(&glfw.ctx, &dev->cmds, &vbuf, &ebuf, &config);
} /* Lock buffer until GPU has finished draw command */
nk_glfw3_lock_buffer();
}
}
/* iterate over and execute each draw command */
@ -430,12 +447,13 @@ nk_glfw3_render(enum nk_anti_aliasing AA)
}
nk_clear(&glfw.ctx);
}
/* default OpenGL state */
glUseProgram(0);
glBindVertexArray(0);
glDisable(GL_BLEND);
glDisable(GL_SCISSOR_TEST);
/* Lock buffer until GPU has finished draw command */
nk_glfw3_lock_buffer();
}
NK_API void