After I gave up on trying to get NVIDIA drivers to work with my Ubuntu installation so I could develop with Vulkan, I decided to try out OpenGL instead. I'm loosely following this highly recommended tutorial to learn how the OpenGL API works with some organizational and operational changes of my own (such as using classes to encapsulate different aspects of drawing, like compiling shaders, drawing a shape, and the actual rendering).
Ubuntu:
Enter the following commands in a shell at the root of this repository (replacing build with whatever directory name you want):
$ cmake -B build .
$ make -C buildOr, you can do:
$ mkdir build
$ cd build
$ cmake ..
$ makeThis will generate a binary named opengl-basics inside the build folder.
Windows:
- Open the CMake GUI.
- Set the source directory to the root of this repository and set the build directory to a new sub-directory called
build(or anything you want) - Click Configure and follow the steps (I use vcpkg so I specify its CMake toolchain).
- Once that's done, click Generate.
- Inside the
buildfolder will be a file nameopengl-basics.sln. Open this in Visual Studio. - Once everything is loaded, click Build > Build 'opengl-basics' or press Ctrl-B.
An executable name
opengl-basics.exewill be generated insidebuild/Debug/.
Ubuntu:
After building, make sure you're at the root of the repository, then type ./build/opengl-basics in a shell.
Windows:
After building, make sure you're at the root of the repository, then type ./build/Debug/opengl-basics.exe in a shell.
Alternatively, copy the assets/ folder from the root of the repository to build/Debug.
Then, just run opengl-basics.exe from inside build/Debug.
Press 1 to switch to filled mode and 2 to switch to wireframe mode. Press Q to close the application.
