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https://github.com/gwm17/glfw.git
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Convert triangle-opengl example to 3.3 core
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@ -135,9 +135,14 @@ require a minimum OpenGL version by setting the `GLFW_CONTEXT_VERSION_MAJOR` and
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`GLFW_CONTEXT_VERSION_MINOR` hints _before_ creation. If the required minimum
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version is not supported on the machine, context (and window) creation fails.
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You can select the OpenGL profile by setting the `GLFW_OPENGL_PROFILE` hint.
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This program uses the core profile as that is the only profile macOS supports
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for OpenGL 3.x and 4.x.
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@code
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", NULL, NULL);
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if (!window)
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{
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@ -47,11 +47,11 @@ static const Vertex vertices[3] =
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};
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static const char* vertex_shader_text =
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"#version 110\n"
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"#version 330\n"
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"uniform mat4 MVP;\n"
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"attribute vec3 vCol;\n"
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"attribute vec2 vPos;\n"
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"varying vec3 color;\n"
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"in vec3 vCol;\n"
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"in vec2 vPos;\n"
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"out vec3 color;\n"
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"void main()\n"
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"{\n"
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" gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n"
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@ -59,11 +59,12 @@ static const char* vertex_shader_text =
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"}\n";
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static const char* fragment_shader_text =
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"#version 110\n"
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"varying vec3 color;\n"
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"#version 330\n"
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"in vec3 color;\n"
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"out vec4 fragment;\n"
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"void main()\n"
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"{\n"
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" gl_FragColor = vec4(color, 1.0);\n"
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" fragment = vec4(color, 1.0);\n"
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"}\n";
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static void error_callback(int error, const char* description)
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@ -84,8 +85,9 @@ int main(void)
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if (!glfwInit())
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exit(EXIT_FAILURE);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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GLFWwindow* window = glfwCreateWindow(640, 480, "OpenGL Triangle", NULL, NULL);
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if (!window)
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@ -124,6 +126,9 @@ int main(void)
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const GLint vpos_location = glGetAttribLocation(program, "vPos");
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const GLint vcol_location = glGetAttribLocation(program, "vCol");
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GLuint vertex_array;
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glGenVertexArrays(1, &vertex_array);
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glBindVertexArray(vertex_array);
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glEnableVertexAttribArray(vpos_location);
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glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
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sizeof(Vertex), (void*) offsetof(Vertex, pos));
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@ -148,6 +153,7 @@ int main(void)
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glUseProgram(program);
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glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp);
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glBindVertexArray(vertex_array);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glfwSwapBuffers(window);
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