LWJGL won't create window with GLFW_API_UNAVAILABLE error - opengl

I am using LWJGL to build a game.
But there is a problem. When I call glfwCreateWindow, LWJGL throws an error and does not creates window.
Here is output:
[2016-05-14 22:42:04.665] [CubeSystem/INFO] Starting graphics engine...
[LWJGL] GLFW_API_UNAVAILABLE error
Description : WGL: The driver does not appear to support OpenGL
Stacktrace :
org.lwjgl.glfw.GLFW.nglfwCreateWindow(GLFW.java:1168)
org.lwjgl.glfw.GLFW.glfwCreateWindow(GLFW.java:1251)
Tmk.MyAdventure.System.CubeSystem.Init(CubeSystem.java:37)
Tmk.MyAdventure.Main.main(Main.java:13)
[2016-05-14 22:42:04.740] [CubeSystem/ERROR] Cannot create window.
I don't know why it says that the driver does not appear to support OpenGL.
My computer runs OpenGL games fine. Also, I updated driver to latest version and still shows this message.
I got same message when I run on outside of IDE.
Here is code:
....
public class CubeSystem {
private static Logger l = new Logger("CubeSystem");
private static final int DEFAULT_WIDTH = 640;
private static final int DEFAULT_HEIGHT = 480;
private long window;
public CubeSystem() {
}
public boolean Init() {
l.Info("Starting graphics engine...");
//Configure error stream
GLFWErrorCallback.createPrint(System.err).set();
if(glfwInit() != GL_TRUE) {
l.Err("Cannot initialize GLFW.");
return false;
}
//Configure window
glfwDefaultWindowHints();
glfwWindowHint(GLFW_VISIBLE, GLFW_TRUE);
glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE);
window = glfwCreateWindow(DEFAULT_WIDTH, DEFAULT_HEIGHT, "My Adventure", NULL, NULL);
if(window == NULL) {
l.Err("Cannot create window.");
return false;
}
glfwDestroyWindow(window);
glfwTerminate();
glfwSetErrorCallback(null).release();
return true;
}
}
NOTE: Begins at Init() method.

I think you are missing additional hints.Here is how I use GLFW.(C++)
if (!glfwInit()) {
throw;
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);//using OpenGL 4.3
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_COMPAT_PROFILE);
glfwWindowHint(GLFW_SAMPLES, 8);
#ifdef _DEBUG
glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
#else
glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_FALSE);
#endif
glfwWindowHint(GLFW_RED_BITS, 8);
glfwWindowHint(GLFW_GREEN_BITS, 8);
glfwWindowHint(GLFW_BLUE_BITS, 8);
glfwWindowHint(GLFW_ALPHA_BITS, 8);
glfwWindowHint(GLFW_DEPTH_BITS, 0);
glfwWindowHint(GLFW_STENCIL_BITS, 8);
_glfwWin = glfwCreateWindow(winW, winH, "Display", NULL, NULL);

Related

GLFW WSl2: Display Environment Variable missing

I've installed WSL2 on Windows 10 along with GLFW. When I try to run the default GLFW example program, I run into the following error X11: The DISPLAY environment variable is missing. I build the program using this command-line:
g++ main.cpp -lglfw -lGL -o main
Program:
#include <stdio.h>
#include <iostream>
#include <GLFW/glfw3.h>
static void glfwError(int /*id*/, const char* description)
{
std::cerr << description << '\n';
exit(0);
}
int main(void)
{
GLFWwindow* window;
glfwSetErrorCallback(&glfwError);
/* Initialize the library */
if (!glfwInit())
return -1;
/* Create a windowed mode window and its OpenGL context */
window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
if (!window)
{
glfwTerminate();
return -1;
}
/* Make the window's context current */
glfwMakeContextCurrent(window);
/* Loop until the user closes the window */
while (!glfwWindowShouldClose(window))
{
/* Render here */
glClear(GL_COLOR_BUFFER_BIT);
/* Swap front and back buffers */
glfwSwapBuffers(window);
/* Poll for and process events */
glfwPollEvents();
}
glfwTerminate();
return 0;
}
How can I fix this issue?

OpenGL and GL3W support issues

There is something strange happening with gl3w's isSupported function. When I call isSupported(4, 0) it returns false, meaning OpenGL 4.0 isn't supported. However, when I call glGetString(GL_VERSION) it says OpenGL version 4.0.
Does this mean I can use OpenGL 4.0 functions?
I'm using gl3w in C++ and Visual Studio 2017
#include <GL/gl3w.h>
#include <GLFW/glfw3.h>
int main(int argc, char** argv){
if(!glfwInit()) {
FATAL_ERROR("Failed to initialise GLFW");
}
glfwSetErrorCallback(glfwErrorCallback);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
GLFWwindow* window = glfwCreateWindow(640, 480, "OpenGL", nullptr, nullptr);
//If i put glfwMakeContextCurrent here gl3wInit fails
//glfwMakeContextCurrent(window);
if (!window) {
glfwTerminate();
FATAL_ERROR("Window creation failed");
}
if(!gl3wInit()) {} // handle that
glfwMakeContextCurrent(window);
bool support = gl3wIsSupported(4, 0); // returns false
const char* version = glGetString(GL_VERSION); // return "4.0.0"
}
You have to make a GL context current before you call gl3wInit() or regular OpenGL functions otherwise they won't do anything useful.
In the OpenGL wiki you can read:
The GL3W library focuses on the core profile of OpenGL 3 and 4. It
only loads the core entrypoints for these OpenGL versions. It supports
Windows, Mac OS X, Linux, and FreeBSD.
Note: GL3W loads core OpenGL
only by default. All OpenGL extensions will be loaded if the --ext
flag is specified to gl3w_gen.py.
And this is confirmed looking inside the code:
int gl3wIsSupported(int major, int minor)
{
if (major < 3) // <<<<=========== SEE THIS
return 0;
if (version.major == major)
return version.minor >= minor;
return version.major >= major;
}
You are asking with glfwWindowHint for an old 2.0 version. Thus, gl3wIsSupported will return false and gl3wInit will return GL3W_ERROR_OPENGL_VERSION.
For glGetString(GL_VERSION) returning "4.0" means that, yes, you can use that 4.0 version. Ask for it with glfwWindowHint.
I fixed it by switching over to glad instead
if (!glfwInit()) {
FATAL_ERROR("Failed to initialise GLFW");
}
glfwSetErrorCallback(glfwErrorCallback);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
GLFWwindow* window = glfwCreateWindow(640, 480, "OpenGL", nullptr, nullptr);
if (!window) {
glfwTerminate();
FATAL_ERROR("Window creation failed");
}
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
glfwDestroyWindow(window);
glfwTerminate();
FATAL_ERROR("Failed to initialise OpenGL context");
}
PRINT("OpenGL Version: " << GLVersion.major << "." << GLVersion.minor);

ImGui with the glad openGL loader throws segmentation fault (core dumped)

I am new to the ImGui library and recently i've been trying out the examples included. Everything worked like a charm until I changed the include (and functions) of gl3w to glad (the loader i would like to use). The moment I swapped between the two loaders I got a segmentation fault exception inside the imgui_impl_glfw_gl3.cpp file. I found a post which suggested that this may happen because of some functions failing to "bind" and producing nullpointers.
I have located the error in line 216 of imgui_impl_glfw_gl3.cpp
this is the code in line 216:
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
I have also changed the include file in imgui_impl_glfw_gl3.cpp from gl3w to glad with no results.
This is the main function i am executing (it's the basic opengl3 example of imgui using glad):
#include "gui/imgui.h"
#include "gui/imgui_impl_glfw_gl3.h"
#include <stdio.h>
#include <glad/glad.h> // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you.
#include <GLFW/glfw3.h>
static void error_callback(int error, const char* description)
{
fprintf(stderr, "Error %d: %s\n", error, description);
}
int main(int, char**)
{
// Setup window
glfwSetErrorCallback(error_callback);
if (!glfwInit())
return 1;
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui OpenGL3 example", NULL, NULL);
glfwMakeContextCurrent(window);
glfwSwapInterval(1); // Enable vsync
glfwInit();
// Setup ImGui binding
ImGui_ImplGlfwGL3_Init(window, true);
// Setup style
//ImGui::StyleColorsDark();
ImGui::StyleColorsClassic();
bool show_demo_window = true;
bool show_another_window = false;
bool algo = true;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop
while (!glfwWindowShouldClose(window))
{
glfwPollEvents();
ImGui_ImplGlfwGL3_NewFrame();
// 1. Show a simple window.
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
static int counter = 0;
ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("COLORINES", (float*)&clear_color); // Edit 3 floats representing a color
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
ImGui::Checkbox("Booleanooooo", &algo);
ImGui::Checkbox("Another Window", &show_another_window);
if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
counter++;
ImGui::SameLine();
ImGui::Text("counter = %d", counter);
ImGui::Text("pues se ve que hay texto: %d", algo);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
{
ImGui::Begin("VENTANA WAPA");
ImGui::Text("POS SA QUEDAO BUENA VENTANA");
static float yee = 0.0f;
ImGui::SliderFloat("lel", &yee,1.0f,0.5f);
ImGui::End();
}
// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello from another window!");
if (ImGui::Button("Close Me"))
show_another_window = false;
ImGui::End();
}
// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
if (show_demo_window)
{
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
int display_w, display_h;
glfwGetFramebufferSize(window, &display_w, &display_h);
glViewport(0, 0, display_w, display_h);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
ImGui::Render();
glfwSwapBuffers(window);
}
// Cleanup
//ImGui_ImplGlfwGL3_Shutdown();
glfwTerminate();
return 0;
}
I have no clue why this is happenning and I'm pretty new to openGL an ImGui so, any ideas? :(
Glad & gl3w are both extension loader libraries. They generally need to be initialized on a current GL context before use.
The original code called gl3wInit(). Yours is missing any sort of glad init.
Make sure you initialize glad (gladLoadGLLoader((GLADloadproc) glfwGetProcAddress)) after glfwMakeContextCurrent() and before you call any OpenGL functions.
Otherwise all the OpenGL function pointers glad declares will remain NULL. Trying to call NULL function pointers generally doesn't go well for a process.

Creating a functional window using C++, Open GL and GLFW

I've been trying to make a simple game in opengl using the GLFW library, but I've gotten stuck on a few parts due to changes in the GLFW. Had a few problems due to the changes in the library, but the change log helped out a bit. My problem is that I can't close my window properly using "glfwGetWindowAttrib" and I have no idea what to variable to add since I've seen no replacement for "GLFW_OPENED".
//Include GLFW
#include <GLFW/glfw3.h>
int main(int argc, char **argv)
{
glfwInit();
glfwWindowHint(GLFW_RESIZABLE, GL_TRUE);
glfwCreateWindow(640, 480, "Test Game", NULL, NULL);
bool running = true;
while (running) {
glClear(GL_COLOR_BUFFER_BIT);
glfwSwapBuffers;
// running = glfwGetWindowAttrib();
}
}
According to the glfw documentation, you have to use the glfwWindowShouldClose method:
while (!glfwWindowShouldClose(window))
{
//Do what you need
glfwSwapBuffers(window);
glfwPollEvents();
}

Setting a GLFW window as not resizable

I have a GLFW3 window that I am trying to change from resizable to not resizable.
I tried changing the Window Hint after the window was created but this doesn't do anything as the hints only affect window to be created.
what I tried:
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE)
Is this possible? One way of doing it that I thought of was having a onResize function that changes the window size back to the current size after being set not resizable. This seems very hacky.
Your approach works as of GLFW 3.2.1-1 in Ubuntu 18.10:
main.cpp
#include <GLFW/glfw3.h>
int main(void) {
GLFWwindow* window;
if (!glfwInit())
return -1;
glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE);
window = glfwCreateWindow(640, 480, __FILE__, NULL, NULL);
if (!window) {
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
while (!glfwWindowShouldClose(window)) {
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}
Compile and run:
g++ -std=c++11 -Wall -Wextra -pedantic-errors -o main.out main.cpp -lglfw
./main.out
As I hover the borders of the created window, the cursor never changes to resize mode.
GLFW currently has no API for changing that state after the window is created.
When you want to use GLFW, I see two options:
The workaround you already have.
Create a new window when you switch that state.
Use the GLFW native access to obtain the real window handles and implement the feature for each platform (you care about).
All variants don't seem too appealing to me. Option 2 is especially bad because of the way GL contexts are tied to windows in GLFW, it should be possible by using an extra (invisible) window and shared GL contexts, but it will be ugly.
Option 3 has the advantage that it should work flawlessly once it is implemented for all relevant platforms. As GLFW is open source, this enables also option 3b): implement this directly in GLFW and extend the API. You might even be able to get this integrated into the official GLFW version.
You can change the GLFW_RESIZABLE attribute of an existing window with the following code:
bool enable;
glfwSetWindowAttrib(window, GLFW_RESIZABLE, enable);
This works but I highly recommend the other solutions, as this is only if you strictly need to be able to toggle it.
IntBuffer wid = BufferUtils.createIntBuffer(1);
IntBuffer hei = BufferUtils.createIntBuffer(1);
glfwGetWindowSize(window, wid, hei);
int windowWidth = wid.get();
int windowHeight = hei.get(); // I recommend making this public
while(!glfwWindowShouldClose(window)) {
glfwSetWindowSize(window, windowWidth, windowHeight);
// People can still maximize the window ... Comment if you have a solution :)
}
My solution:
// before create:
glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE);
// create window
// ...
// after create
void setResizable(arg) {
if(arg)
glfwSetWindowSizeLimits(window, 0, 0, 0xffff, 0xffff);
else {
int w, h;
glfwGetWindowSize(window, &w, &h);
glfwSetWindowSizeLimits(window, w, h, w, h);
}
}
This worked to me with GLFW 3.3 but be carefull to put it after glfwInit()
int main( void )
{
// Initialise GLFW
if( !glfwInit() )
{
fprintf( stderr, "Failed to initialize GLFW\n" );
getchar();
return -1;
}
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
...
}