I'm unable to get OpenGL (with GLFW) to render content to the screen. I'm not even able set a clear color and have that be displayed when I run my application, I'm just consistently presented with a black screen.
I have installed requisite dependencies on my system and set up the build environment such that I'm able to successfully compile my applications (and dependencies) without error. Here is a snippet of the problematic code... You will note much of the rendering code has actually been commented out. For now it will be sufficient to just have the Clear Color I chose displayed to verify that everything is set up correctly:
// Include standard headers
#include <stdio.h>
#include <stdlib.h>
//Include GLEW. Always include it before gl.h and glfw3.h, since it's a bit magic.
#include <GL/glew.h>
// Include GLFW
#include <GLFW/glfw3.h>
// Include GLM
#include <glm/glm.hpp>
#include <GL/glu.h>
#include<common/shader.h>
#include <iostream>
using namespace glm;
int main()
{
// Initialise GLFW
glewExperimental = true; // Needed for core profile
if( !glfwInit() )
{
fprintf( stderr, "Failed to initialize GLFW\n" );
return -1;
}
// Open a window and create its OpenGL context
GLFWwindow* window; // (In the accompanying source code, this variable is global for simplicity)
window = glfwCreateWindow( 1024, 768, "Tutorial 02", NULL, NULL);
if( window == NULL ){
fprintf( stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n" );
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window); // Initialize GLEW
//glewExperimental=true; // Needed in core profile
if (glewInit() != GLEW_OK) {
fprintf(stderr, "Failed to initialize GLEW\n");
return -1;
}
//INIT VERTEX ARRAY OBJECT (VAO)...
//create Vertex Array Object (VAO)
GLuint VertexArrayID;
//Generate 1 buffer, put the resulting identifier in our Vertex array identifier.
glGenVertexArrays(1, &VertexArrayID);
//Bind the Vertex Array Object (VAO) associated with the specified identifier.
glBindVertexArray(VertexArrayID);
// Create an array of 3 vectors which represents 3 vertices
static const GLfloat g_vertex_buffer_data[] = {
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
};
//INIT VERTEX BUFFER OBJECT (VBO)...
// This will identify our vertex buffer
GLuint VertexBufferId;
// Generate 1 buffer, put the resulting identifier in VertexBufferId
glGenBuffers(1, &VertexBufferId);
//Bind the Vertex Buffer Object (VBO) associated with the specified identifier.
glBindBuffer(GL_ARRAY_BUFFER, VertexBufferId);
// Give our vertices to OpenGL.
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
//Compile our Vertex and Fragment shaders into a shader program.
/**
GLuint programId = LoadShaders("../tutorial2-drawing-triangles/SimpleVertexShader.glsl","../tutorial2-drawing-triangles/SimpleFragmentShader.glsl");
if(programId == -1){
printf("An error occured whilst attempting to load one or more shaders. Exiting....");
exit(-1);
}
//glUseProgram(programId); //use our shader program
*/
// Ensure we can capture the escape key being pressed below
glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
do{
// Clear the screen. It's not mentioned before Tutorial 02, but it can cause flickering, so it's there nonetheless.
glClearColor(8.0f, 0.0f, 0.0f, 0.3f);
//glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// DRAW OUR TRIANGE...
/**
glBindBuffer(GL_ARRAY_BUFFER, VertexBufferId);
glEnableVertexAttribArray(0); // 1st attribute buffer : vertices
glVertexAttribPointer(
0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
// plot the triangle !
glDrawArrays(GL_TRIANGLES, 0, 3); // Starting from vertex 0; 3 vertices total -> 1 triangle
glDisableVertexAttribArray(0); //clean up attribute array
*/
// Swap buffers
glfwSwapBuffers(window);
//poll for and process events.
glfwPollEvents();
} // Check if the ESC key was pressed or the window was closed
while( glfwGetKey(window, GLFW_KEY_ESCAPE ) != GLFW_PRESS &&
glfwWindowShouldClose(window) == 0 );
}
Again, pretty straight forward as far as OpenGL goes, all rendering logic, loading of shaders,etc has been commented out I'm just trying to set a clear color and have it displayed to be sure my environment is configured correctly. To build the application I'm using QTCreator with a custom CMAKE file. I can post the make file if you think it may help determine the problem.
So I managed to solve the problem. I'll attempt to succinctly outline the source of the problem and how I arrived at a resolution in the hope that it may be useful to others that encounter the same issue:
In a nutshell, the source of the problem was a driver issue, I neglected to mention that I was actually running OpenGL inside an Ubuntu Mate 18.0 VM (via Parallels 16) on a MacBook Pro (with dedicated graphics) Therein, lies the problem; up until very recently both Parallels and Ubuntu simply did not support more modern, OpenGL 3.3 and upwards. I discovered this by adding the following lines to the posted code in order to force a specific OpenGL version:
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
On doing this the application immediately begin to crash and glGetError()
reported that I needed to downgrade to an earlier version of OpenGL as 3.3 was not compatible with my system.
The solution was two-fold:
Thats it, making the changes, as described, enabled me to run the code exactly as posted and successfully render a basic triangle to the screen.