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Thread: How this code is working?

  1. #1
    Junior Member Newbie
    Join Date
    Jan 2015

    How this code is working?

    I am a little bit confused on how this application is working. I have neither created any shader nor used any MODAL VIEW Matrix in program below but it still renders successfully. Can anyone help me? I have pasted the code below

    // Include standard headers
    #include <stdio.h>
    #include <stdlib.h>

    // Include GLEW
    #include <GL/glew.h>

    // Include GLFW
    #include <glfw3.h>
    GLFWwindow* window;

    // Include GLM
    #include <glm/glm.hpp>
    #include <math_3d.h>

    GLuint VBO;
    using namespace glm;

    int main( void )
    // Initialise GLFW
    if( !glfwInit() )
    fprintf( stderr, "Failed to initialize GLFW\n" );
    return -1;
    //glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    //glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    // Open a window and create its OpenGL context
    window = glfwCreateWindow( 1024, 768, "Tutorial 01", 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" );
    return -1;
    // Initialize GLEW
    if (glewInit() != GLEW_OK) {
    fprintf(stderr, "Failed to initialize GLEW\n");
    return -1;

    // Ensure we can capture the escape key being pressed below
    glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);

    // Dark blue background
    glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
    //glPointSize(10.0f);//set point size to 10 pixels

    Vector3f Vertices[3];
    Vertices[0] = Vector3f(-1.0f, -1.0f, 0.0f);
    Vertices[1] = Vector3f(1.0f, -1.0f, 0.0f);
    Vertices[2] = Vector3f(0.0f, 1.0f, 0.0f);

    glGenBuffers(1, &VBO);
    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices), Vertices, GL_STATIC_DRAW);
    // Clear screen

    //glBegin(GL_POINTS); //starts drawing of points
    //glColor3f(1.0f,0.0f,0.0f); //blue color
    //glVertex3f(1.0f,1.0f,0.0f);//upper-right corner
    //glVertex3f(-1.0f,-1.0f,0.0f);//lower-left corner
    //glEnd();//end drawing of points

    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);

    glDrawArrays(GL_TRIANGLES, 0, 3);


    // Swap buffers

    } // Check if the ESC key was pressed or the window was closed
    while( glfwGetKey(window, GLFW_KEY_ESCAPE ) != GLFW_PRESS &&
    glfwWindowShouldClose(window) == 0 );

    // Close OpenGL window and terminate GLFW

    return 0;

  2. #2
    Senior Member Regular Contributor uwi2k2's Avatar
    Join Date
    Mar 2011

    you are using the so called: fixed function pipeline , from opengl .. lets say the OLD WAY

    So you dont need shaders and dont need to manage matrix on your own ...

    thats the best / easy way to begin... later you should turn to shaders.

    uwi2k2 - OpenGL Trainer:
    The OpenGL and VULKAN Podcast ( OpenGL2GO ) : OpenGL & Vulkan Podcast
    --------------------------------------------------------- - Indie TeamUp

  3. #3
    Junior Member Newbie
    Join Date
    Jan 2015
    Thanks for the answer. When i use same program with Glut it does not work and i have to set glMatrixMode and gluPerspective as well. Is it that glfw does that for me behind the scene?

  4. #4
    Member Contributor
    Join Date
    Mar 2014

    To my mind, you have to learn modern openGL. Dont learn openGL 1.2 or 2.0 style : it's a loose of time and a lot of bad habits to take...

  5. #5
    Senior Member OpenGL Lord
    Join Date
    Mar 2015
    Code :
    //glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    //glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);

    This is why your code "is working". By commenting these lines out, glfw will not force the creation of a core profile context. And therefore, it is possible that you'll get a compatibility context, which supports the old legacy OpenGL. Legacy OpenGL doesn't require the use of shaders. Or a VAO.

    When i use same program with Glut it does not work and i have to set glMatrixMode and gluPerspective as well.
    No, you don't. The default matrices will show the triangles you asked to draw just fine.

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