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I am currently working toward learning how to apply GLSL shaders. Looking for any help available

New here by Paul LeBlancPaul LeBlanc, 30 Apr 2016 21:00

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Re: Next Release
(account deleted) 10 May 2011 09:53
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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Re: Next Release by (account deleted), 10 May 2011 09:53
Re: progress?
(account deleted) 15 Apr 2011 08:01
in discussion The LuaGL Community / General community discussion » progress?

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Re: progress? by (account deleted), 15 Apr 2011 08:01

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In 1906, a leather craftsman named Guccio by (account deleted), 15 Apr 2011 02:40

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Re: 2007-08 GW Patches (commit 15) by (account deleted), 09 Apr 2011 08:55

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Re: 2007-08 gw patch on get_enum by (account deleted), 09 Apr 2011 08:54

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Re: glut window number & glut_destroy_window by (account deleted), 09 Apr 2011 08:54

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A handbag is often fashionably-designed, and is used to by (account deleted), 09 Apr 2011 08:53
Re: Upcoming Changes by (account deleted), 09 Apr 2011 08:53
IgiKoval (guest) 17 May 2010 07:51
in discussion Forum discussion / Dyskusje po Polsku » Dokumentacja?

Witam. Widzę, że strona cieszy się olbrzymią popularnością ;]
Jest jakaś polska dokumentacja LuaGL?

Dokumentacja? by IgiKoval (guest), 17 May 2010 07:51
Re: Compiling
(account deleted) 31 Jan 2009 11:12
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 :)

Re: Compiling by (account deleted), 31 Jan 2009 11:12

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

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

rm *.o *.so

%.o: src/%.c
$(CC) $(CFLAGS) -c $< -o $@

LibGL: LuaGL.o
$(LD) $(LFLAGS) -o LuaGL.o

LibGlut: LuaGlut.o
$(LD) $(LFLAGS) -o LuaGlut.o


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?

Re: Compiling by alvaro martínez (guest), 31 Jan 2009 03:45

could you post the makefile?
i am also a os x user, but this doesn't compile via luarocks

Re: Compiling by alvaro martínez (guest), 24 Jan 2009 09:08
Re: Bugfixes
(account deleted) 07 Dec 2008 20:54
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?

Re: Bugfixes by (account deleted), 07 Dec 2008 20:54

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.


Bugfixes by Anonymous (82.83.73.x), 16 Nov 2008 17:19
CodeBlocks and mingw
(account deleted) 12 Nov 2008 19:06
in discussion Help / Installation & compilation of LuaGL » CodeBlocks and mingw

Trying to compile on CodeBlocks and mingw I get too many errors.

  1. Create a GLUT project through the codeblocks project wizard and make sure that it compiles and runs.
  2. Then Rename main.cpp to LuaGL.c and replace the contents with the ones found in the fabiowguerra/svn/src/LuaGL.c
  3. Add a File->New->File..->C/C++ Header File, LuaGL.h paste the contents of the respective file from fabiowguerra/svn/include/LuaGL.h
  4. Continue the same process for the rest of the files. LuaGlu, LuaGlut, LuaGlAux.
  5. Create a new Dynamic Library build target from the menu File -> New.
  6. Add the liblua5.1.lib to the linker tab for the whole project in the Build Options dialog.
  7. 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.

CodeBlocks and mingw by (account deleted), 12 Nov 2008 19:06

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

Re: SVN Trunk by Anonymous (85.72.151.x), 07 Nov 2008 20:26

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.


Re: Compiling by Anonymous (96.246.68.x), 12 Oct 2008 03:33


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.


Next Release by Anonymous (92.65.156.x), 30 Sep 2008 11:15
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