Hi,
I am currently working toward learning how to apply GLSL shaders. Looking for any help available
in discussion The LuaGL Community / Introduce yourself » In 1906, a leather craftsman named Guccio
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in discussion Forum discussion / General discussion » Next Release
m currently working on an engine that supports opengl and lua and i found your project most helpful. I miss the glu function in the 1.01 release so i now use the trunks 1.02-beta release. Currently the trunk has a few problems compiling on Windows.
I would like to know if there will be a new release coming that i can incorporate in my application and when we can expect it.
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in discussion The LuaGL Community / General community discussion » progress?
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in discussion The LuaGL Community / Introduce yourself » In 1906, a leather craftsman named Guccio
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in discussion The LuaGL Community / Patches, Fixes, Improvements etc. » 2007-08 GW Patches (commit 15)
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in discussion The LuaGL Community / Patches, Fixes, Improvements etc. » 2007-08 gw patch on get_enum
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in discussion The LuaGL Community / Patches, Fixes, Improvements etc. » glut window number & glut_destroy_window
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in discussion The LuaGL Community / General community discussion » A handbag is often fashionably-designed, and is used to
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in discussion The LuaGL Community / General community discussion » Upcoming Changes

in discussion Forum discussion / Dyskusje po Polsku » Dokumentacja?
Witam. Widzę, że strona cieszy się olbrzymią popularnością ;]
Jest jakaś polska dokumentacja LuaGL?

in discussion Help / Installation & compilation of LuaGL » Compiling
Good to see somebody hasn't given up on this.
Now all I am waiting for is a new version getting support for OpenGL 3.0 :)

in discussion Help / Installation & compilation of LuaGL » Compiling
after some googleing and errors i managed to build with my following makefile (only for osx, luarocks doesnt build LuaGL because it doesnt give the -frameworks parameters to gcc)
But i still get some memory runtime errors
CC = export MACOSX_DEPLOYMENT_TARGET=10.3;gcc
LD = export MACOSX_DEPLOYMENT_TARGET=10.3;gcc
FrameWorks = -F/System/Library/Frameworks/
INC = -I/usr/include/ -I/usr/local/include/ $(FrameWorks) -Iinclude
LIB = $(FrameWorks) -framework OpenGL -framework GLUT -L/usr/lib/ -lgmalloc -L/usr/local/lib/ -llua5.1
CFLAGS = -pedantic -fno-common -Wall -fPIC $(INC)
LFLAGS = $(LIB) -bundle -undefined dynamic_lookup -all_load
all: LibGL LibGlut
clean:
rm *.o *.so
%.o: src/%.c
$(CC) $(CFLAGS) -c $< -o $@
LibGL: LuaGL.o
$(LD) $(LFLAGS) -o luagl.so LuaGL.o
LibGlut: LuaGlut.o
$(LD) $(LFLAGS) -o luaglut.so LuaGlut.o
[[/code]]
In the file luagl.c says:
#include <malloc.h>
it doesnt work in mac osx (because doesnt come with it), its better to change it to:
#include <stdio.h>
that seems to be the main problem at runtime because it keeps telling me the following error:
lua(19956,0xa000ed88) malloc: *** Deallocation of a pointer not malloced: 0x84c28;
anyone has an idea?

in discussion Help / Installation & compilation of LuaGL » Compiling
could you post the makefile?
i am also a os x user, but this doesn't compile via luarocks

in discussion The LuaGL Community / Patches, Fixes, Improvements etc. » Bugfixes
Questions: which source branch? compiler/platform?
In the case that you are on Windows XP, can you sent me the binaries you produced?

in discussion The LuaGL Community / Patches, Fixes, Improvements etc. » Bugfixes
First thanks for providing this binding for openGL ;)
However I found it troublesome to use this lib due to weird crashes. I finally found the glitch which is located in get_array2f. The function is not balancing the lua VM stack. I fixed the loop that caused a stackoverflow that lead to a crash somewhat later (thus hard to track down the error).
for(i = 0; i < n; i++)
{
lua_rawgeti(L, index, i+1);
if(!lua_istable(L, -1)) {
lua_pop(L,1); // undo the change to the stack, normally not necessary
return -1;
}
for(j = 0; j < *size; j++)
{
lua_rawgeti(L, -1, j + 1);
(*array)[i*(*size) + j] = (GLfloat)lua_tonumber(L, -1);
lua_pop(L, 1); // lua_remove(L,-1) equivalent
}
lua_pop(L,1); // pop the row off
}
I also saw during examination that there is a memory leak in the texture function gl_tex_image.
The function returned without freeing the pixels array, i.e.
if((height = get_array2f(L, 4, &pixels, &width)) != -1)
{
glTexImage2D(GL_TEXTURE_2D, (GLint)lua_tonumber(L, 1),
iformat, width/iformat, height, 0, e, GL_FLOAT, pixels);
free(pixels); // I added this line
return 0;
}
In other places existed the same glitch.
—zet

in discussion Help / Installation & compilation of LuaGL » CodeBlocks and mingw
Trying to compile on CodeBlocks and mingw I get too many errors.
- Create a GLUT project through the codeblocks project wizard and make sure that it compiles and runs.
- Then Rename main.cpp to LuaGL.c and replace the contents with the ones found in the fabiowguerra/svn/src/LuaGL.c
- Add a File->New->File..->C/C++ Header File, LuaGL.h paste the contents of the respective file from fabiowguerra/svn/include/LuaGL.h
- Continue the same process for the rest of the files. LuaGlu, LuaGlut, LuaGlAux.
- Create a new Dynamic Library build target from the menu File -> New.
- Add the liblua5.1.lib to the linker tab for the whole project in the Build Options dialog.
- Press built for the dll built target and watch the errors go!
At the moment I am having a lot undefined references from LuaGlu.c on the Lua API functions.

in discussion The LuaGL Community / Patches, Fixes, Improvements etc. » SVN Trunk
Why isn't LuaGL using another extension manager like Glew or GLEE that seem a lot more efficient?
Also GLUT should be overtaken. GLFW is the project that is more up to date as far as OpenGL Utilities are concerned

in discussion Help / Installation & compilation of LuaGL » Compiling
Hi, it's funny because it's been so long since I've used this. I never did see your reply :)
Thanks for the info. I did end up getting it to work.
Cheers

in discussion Forum discussion / General discussion » Next Release
Hi,
I'm currently working on an engine that supports opengl and lua and i found your project most helpful. I miss the glu function in the 1.01 release so i now use the trunks 1.02-beta release. Currently the trunk has a few problems compiling on Windows.
I would like to know if there will be a new release coming that i can incorporate in my application and when we can expect it.
Regards,
Leon