I want to use opengl in a gtkmm application. I found some widgets like gtkglextmm but that is for gtkmm 2.4 and I'm using gtkmm 3.0. cluttermm isn't in the ubuntu repositories and i'm not sure it's what I'm looking for.
You can use cluttermm (maybe cairomm too, I don't know if it has any direct OpenGL support) by installing it by hand. Shouldn't be a big problem, specially if you use Gnome: get a deb or tarball and install.
Another option is to use another distro which is more develop-oriented. For example, Fedora is RedHat's "sandbox" for RHEL, and RedHat is the biggest sponsor of Gnome and has employees working on Gnome, so on Fedora you find a variety of Gnome packages, including devtools. Including cluttermm :)
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I installing Qt open source framework in my window 10 pc. I already downloaded Mingw compiler and installed it to write C/C++. Now I wanna learn QT framework. I using Qt online installer. I choice to download custom compoment. Do I need to selet mingw component to download if i had already installed?
Note that there's not just one MinGW distribution and version out there. You can check out the exact supported version per Qt release at https://wiki.qt.io/MinGW .
Anyhow, if you install the pre-built Qt binaries via the online installer, the matching MinGW version will automatically be installed for you, and will be registered in Qt Creator so that things just work. There is actually no official way to prevent this.
I have a project written in c++ using codelite IDE.
I compiled it windows, Ubuntu and Fedora successfully an I created installers for all of them (for Ubuntu a .deb package and for Fedora a .rpm package).
Recently, I could compile it in my macOS (10.14) an it works perfectly, and want to create a package in macOS (.app or .pkg).
It should be noted that my software has a lot of dependencies such as OpenGL frameworks and wxWidgets libraries and many libraries which I installed through brew and Xcode.
As mentioned my project is in codelite which does not generate a framework or .app package.
What should I do in this step?
Creating a .app bundle on the Mac is a relatively complex process - amongst other things, it has to be signed and notarised, and to do that you need to enroll in Apple's developer program ($99 per year).
So, because of that, I'd recommend creating an Xcode project to to the job. Once you have that, all the steps are automated. You will also be in a position to submit your app to the App Store, should you wish to.
A good way to build installer packages is to use Stephan Sudré's Packages application, which you can get here:
http://s.sudre.free.fr/Software/Packages/about.html
Don't worry that it isn't signed - it's perfectly safe.
I have a unix binary file built with QT and OpenGL which I'm trying to execute on linux-64. It is a simple visual program that shows 2d and 3d graphics.
I have installed all necessary dependencies such as QT and openGL libraries.
However, I have stuck with the following error trying to execute the binary
QXcbIntegration: Cannot create platform OpenGL context, neither GLX
nor EGL are enabled
However, the binary eventually runs but with some missing features such as 3D graphics.
my setup includes: virtual linux-64 using virtualBox, Vagrant, x-11 forwarding, and a Mac machine.
Eventually I realised that OpenGL 3.3 wouldn't work easily on virtual machines .. yet. I had to boot from ubuntu usb and work from there by installing latest mesa 3d package.
This shows a similar issue and the developer in the comment said our 3D support is not very clean in Linux guests, hence the warnings. You can give a try to VMware.
After some time trying to get some opengl working on a particular locked down linux box, I ended up going back to Qt Creator 2.5.2 .
http://download.qt.io/archive/qtcreator/2.5/
http://download.qt.io/archive/qtcreator/2.5/qt-creator-linux-x86_64-opensource-2.5.2.bin
After getting it on the linux box...
chmod u+x *.bin
./qt-creator-linux-x86_64-opensource-2.5.2.bin
And after a short installer, Qt Creator is working!
Basically QtQuick is a requirement in any Qt Creator built after 2.5 (aka Qt 5.x) and QtQuick NEEDS opengl libraries and support.
Hope that helps.
I see this problem when executing Qt App, I was executing in dash prompt. (Ubuntu 16.04 has dash by default). I changed to bash prompt and rebuilt my QT App. This error is gone.
To configure bash I used below command.
sudo dpkg-reconfigure dash
I'm porting my application from Qt4 to Qt5. I installed Qt5.2.1 from the online installer on Linux Mint 16 64-bit, in a vm on my MacBook Pro. When I run qmake and build in Qt Creator, I get:
/usr/bin/ld: cannot find -lGL
Do I need openGL? I'm not using it when I build on Windows or OSX. I'm very new to Linux, and far from expert in C++ or Qt. I found a post that included a hack to remove -lGL from mkspecs/common/linux.conf. That worked.
My question is, assuming I don't need -lGL, what is the normal way to keep the linker from attempting to link it? I imagine I do something in the .pro file, but what?
Qt5 makes heavy use of OpenGL internally. On Windows OpenGL support is a bit flaky (you must install the original vendor drivers, because Microsoft strips OpenGL from the automatically installed drivers) and hence makes use of a built in OpenGL emulation layer library.
On Linux however OpenGL support is much better. You'll find at least the Mesa softpipe backend, if the GPU is not supported by the standard drivers. If the GPU is supported, then out-of-the-box OpenGL support in Linux has become pretty good over the past years.
On MacOS X OpenGL is actually the foundation of all the higher level graphics operations and hence part of the inner workings of the operating system; sounds great in theory, but is also a major obstacle for quick version turnaround, as every major OpenGL version bump mandates an operating system update.
Now, unless your installation of Linux is seriously outdated you actually should have a OpenGL library installed. If not (and your linker error tells you this), just install the Mesa development package.
Linux Mint is a derivative of Ubuntu which in turn is a Debian derivative. The command to install the Mesa development package for OpenGL is
sudo apt-get install libgl1-mesa-dev
I installed the ubuntu 12.04.1 LTS. I just installed a compiler to c++ programming. It's name is Anjuta. It's a free programming software. I would like to make simple games with that one, but it shows to me: IMG_Load in-lSDL_image... no... And SDL_image not found, as you can see in the picture...
I tried to google it, install it, but it won't work. What is the easiest way? Or better for beginning game programmers on linux? :-)
image file: freeimagehosting dot net/oo5dq
sudo apt-get install libsdl-image1.2-dev
Found on s.o. here:
how to install c library on linux (in particular SDL_image)
Worked for me on ubuntu 12.04
SDL_Image is a library for development in C++. I suggest first getting a rad IDE to develop in - CodeBlocks is good:
http://www.codeblocks.org/downloads
Then I'd suggest following these tutorials, which will guide you into installing the relevant SDL libraries for C++ game development - SDL_Image is only one of them... and not the one I would start with:
http://www.youtube.com/watch?v=Lb_Jy5HGMsk
This got me set up with SDL and C++ development. I have since made a game with decent graphics (2D) and playability, as well as an online component using SDL_net.
Good luck!