<@U0B8AB01L> I’m trying to build LWJGL3, some issu...
# gamedev
o
@iotsakp I’m trying to build LWJGL3, some issues in thread
https://github.com/LWJGL/lwjgl3/tree/master/doc
ant init-generated
This step doesn’t work, is it still required?
I had to add
<find-sdkroot version="10.14"/>
as well
^^ for macos
ant tests
doesn’t seem to do anything useful
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[Tests] [LWJGL] [WARNING] Out of frame stack space (198580) in thread: Thread[main,5,main]
And then
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Total tests run: 0, Failures: 0, Skips: 0
i
ah, yes,
init-generated
was removed when we refactored the codebase for Java 9+ modules, it's not required
will add
10.14
soon, thanks
the
out of frame stack space
warning is legit, it's done on purpose. But
total tests run: 0
looks odd.
you should get ~380 if the build went fine
o
Ah, yes
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[Tests] ===============================================
    [Tests] LWJGL cross-platform tests
    [Tests] Total tests run: 383, Failures: 0, Skips: 0
    [Tests] ===============================================
    [Tests]
    [Tests]
    [Tests] ===============================================
    [Tests] LWJGL macOS tests
    [Tests] Total tests run: 0, Failures: 0, Skips: 0
    [Tests] ===============================================
it’s macOS tests that are none
Consider making
Version.BuildType.postfix
public?
i
that's OK, there are no macOS-specific tests atm
sure, can do
o
How do I debug this?
No context is current or a function that is not available in the current context was called. The JVM will abort execution.
I’ve added
-Dorg.lwjgl.util.Debug=true
and installed
GLFWErrorCallback.createPrint().set()
I’ve called
glfwMakeContextCurrent(window)
no clue where to go next 😞
It fails on
glGenTextures()
i
you must call
GL.createCapabilities();
after
glfwMakeContextCurrent
and before calling any GL function
o
Oh. Thanks! I think I need to go to school first before jumping to ask questions… It passed this point now to get to the next crash 😆 But that’s all for tomorrow!
i
GL.createCapabilities
is what lets LWJGL know that there's a current OpenGL context in the current thread that it can use. The GL bindings don't know anything about GLFW (it could be SDL2 or AWT or SWT that made the context current).
if you're just looking for an easy API to draw reasonably complex 2D graphics: https://github.com/LWJGL/lwjgl3/blob/master/modules/samples/src/test/java/org/lwjgl/demo/nanovg/Demo.java
see the screenshot here for how it looks like: https://github.com/memononen/nanovg
o
I basically need some bit blitting, events and window mgmt for now.
I will sure look into it tomorrow! Too late for today, 2am…
i
yeah, same, let me know tomorrow if you have more questions. Gn!
o
Thanks for your help!
i
already done, haven't pushed the commit yet 😉
👍 1
o
Can’t find the
Wait
(hourglass) system cursor. Is it supported? I don’t see it for GLFW either http://www.glfw.org/docs/latest/group__shapes.html#gabb3eb0109f11bb808fc34659177ca962
i
no, not supported by GLFW
o
Nobody uses system cursors in games? 🙂
i
most games have custom cursors