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From: Michael M. <ar...@gm...> - 2010-12-03 12:17:43
|
Nevermind, apparently there's no facility for moving, it has to be done in OpenGL directly. By the way, there's a C API in the headers. On Fri, Dec 3, 2010 at 3:34 AM, Dan Herman <dh...@di...> wrote: > Not sure I follow the question. FTGL is a C++ framework for text rendering. If you want to use straight C, you should choose a C-language library rather than FTGL. > > Or perhaps I misunderstood what you're asking? > > On Dec 2, 2010, at 5:00 PM, Michael Menegakis wrote: > >> I noticed there's font->Render(text, -1, pos); etc. to move pixmap >> fonts in C++. How can it be done in C? |
From: Dan H. <dh...@di...> - 2010-12-03 01:34:19
|
Not sure I follow the question. FTGL is a C++ framework for text rendering. If you want to use straight C, you should choose a C-language library rather than FTGL. Or perhaps I misunderstood what you're asking? On Dec 2, 2010, at 5:00 PM, Michael Menegakis wrote: > I noticed there's font->Render(text, -1, pos); etc. to move pixmap > fonts in C++. How can it be done in C? > > ------------------------------------------------------------------------------ > Increase Visibility of Your 3D Game App & Earn a Chance To Win $500! > Tap into the largest installed PC base & get more eyes on your game by > optimizing for Intel(R) Graphics Technology. Get started today with the > Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs. > http://p.sf.net/sfu/intelisp-dev2dev > _______________________________________________ > Ftgl-devel mailing list > Ftg...@li... > https://lists.sourceforge.net/lists/listinfo/ftgl-devel |
From: Michael M. <ar...@gm...> - 2010-12-03 01:01:05
|
I noticed there's font->Render(text, -1, pos); etc. to move pixmap fonts in C++. How can it be done in C? |
From: Dan H. <dh...@di...> - 2010-11-28 03:03:37
|
Sorry, I ignored this because it seemed likely a read through the documentation would produce the answer. FTTextureFont uses a textured character image on a flat quad to draw text. When you say "use a texture", I'm assuming you are not trying to replace the character font (there are higher-level routines for loading a font, say, via FreeType), but trying to draw a textured pattern onto the characters. You could probably do this through multitexturing, or you could use one of the geometry-based fonts, such as FTPolygonFont or FTExtrudeFont. http://ftgl.sourceforge.net/docs/html http://ftgl.sourceforge.net/docs/html/ftgl-tutorial.html http://ftgl.sourceforge.net/docs/html/hierarchy.html There is not much active development going on on FTGL. However I think that's because it's a mature solution that delivers what it needs to. We use it in multiple shipping commercial applications and will continue to in the future, and the list does produce answers (although it is very quiet generally, for the same reason). Good luck Dan On Nov 27, 2010, at 1:26 AM, Stuart McDonald wrote: > I assume from the last of respones that this list is dead and I > therefore development of FTGL? > > On 16/11/2010 11:34, Stuart McDonald wrote: >> I've got a really basic question; How do you use a texture with >> FTTextureFont? I thought if I just enabled and bound a texture before >> rendering then it might do something, but it makes no difference. >> >> Looking at the demos the FTTexture in FTGLDemo.cpp doesn't actually use >> a texture, though for some reason it does enable GL_TEXTURE_2D. >> >> So I dug into the code a bit and I see I can assign a texture to a >> Glyph, but I need a FT_GlyphSlot which I can't see any way from the API >> of getting. Though I could derive my own class and implement MakeGlyph >> and it gets passed a FT_GlyphSlot, but I'm sure I'm missing something >> obvious... >> >> Thanks. > > > ------------------------------------------------------------------------------ > Increase Visibility of Your 3D Game App & Earn a Chance To Win $500! > Tap into the largest installed PC base & get more eyes on your game by > optimizing for Intel(R) Graphics Technology. Get started today with the > Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs. > http://p.sf.net/sfu/intelisp-dev2dev > _______________________________________________ > Ftgl-devel mailing list > Ftg...@li... > https://lists.sourceforge.net/lists/listinfo/ftgl-devel |
From: Viral P. <vir...@an...> - 2010-11-27 12:45:55
|
Hi Stuart, I have never used FTTextureFont to bind my own textures, rather I have always seen it as a font renderer which internally uses textures to represent the characters and texture maps them to quads to render a string. There are several FT*Font, each of which uses a different mechanism for rendering fonts, and each method has its advantages and disadvantages. I hope this helps. Viral ________________________________________________ Viral Patel, ________________________________________________ On 27 November 2010 09:26, Stuart McDonald <stu...@bl...>wrote: > I assume from the last of respones that this list is dead and I > therefore development of FTGL? > > On 16/11/2010 11:34, Stuart McDonald wrote: > > I've got a really basic question; How do you use a texture with > > FTTextureFont? I thought if I just enabled and bound a texture before > > rendering then it might do something, but it makes no difference. > > > > Looking at the demos the FTTexture in FTGLDemo.cpp doesn't actually use > > a texture, though for some reason it does enable GL_TEXTURE_2D. > > > > So I dug into the code a bit and I see I can assign a texture to a > > Glyph, but I need a FT_GlyphSlot which I can't see any way from the API > > of getting. Though I could derive my own class and implement MakeGlyph > > and it gets passed a FT_GlyphSlot, but I'm sure I'm missing something > > obvious... > > > > Thanks. > > > > ------------------------------------------------------------------------------ > Increase Visibility of Your 3D Game App & Earn a Chance To Win $500! > Tap into the largest installed PC base & get more eyes on your game by > optimizing for Intel(R) Graphics Technology. Get started today with the > Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs. > http://p.sf.net/sfu/intelisp-dev2dev > _______________________________________________ > Ftgl-devel mailing list > Ftg...@li... > https://lists.sourceforge.net/lists/listinfo/ftgl-devel > |
From: Stuart M. <stu...@bl...> - 2010-11-27 09:26:36
|
I assume from the last of respones that this list is dead and I therefore development of FTGL? On 16/11/2010 11:34, Stuart McDonald wrote: > I've got a really basic question; How do you use a texture with > FTTextureFont? I thought if I just enabled and bound a texture before > rendering then it might do something, but it makes no difference. > > Looking at the demos the FTTexture in FTGLDemo.cpp doesn't actually use > a texture, though for some reason it does enable GL_TEXTURE_2D. > > So I dug into the code a bit and I see I can assign a texture to a > Glyph, but I need a FT_GlyphSlot which I can't see any way from the API > of getting. Though I could derive my own class and implement MakeGlyph > and it gets passed a FT_GlyphSlot, but I'm sure I'm missing something > obvious... > > Thanks. |
From: Stuart M. <stu...@bl...> - 2010-11-16 11:34:49
|
I've got a really basic question; How do you use a texture with FTTextureFont? I thought if I just enabled and bound a texture before rendering then it might do something, but it makes no difference. Looking at the demos the FTTexture in FTGLDemo.cpp doesn't actually use a texture, though for some reason it does enable GL_TEXTURE_2D. So I dug into the code a bit and I see I can assign a texture to a Glyph, but I need a FT_GlyphSlot which I can't see any way from the API of getting. Though I could derive my own class and implement MakeGlyph and it gets passed a FT_GlyphSlot, but I'm sure I'm missing something obvious... Thanks. |
From: Luca <lc...@gm...> - 2010-09-21 16:05:02
|
Hello, this bug has already been spotted in the past: http://sourceforge.net/mailarchive/forum.php?thread_name=5956b1881001280522r26652e9ah2b5e7bd79e9e66f6%40mail.gmail.com&forum_name=ftgl-devel but it never got in the svn code repository :/ Greetings, Luca On Tue, Sep 21, 2010 at 5:17 PM, Ryan May <rm...@gm...> wrote: > Hi, > > I noticed that FTGL seemed to be ignoring my requests to set a custom > resolution, which resulted in my fonts being too small. I was doing > something like: > > m_font = new FTGLTextureFont(fontfile.latin1()); > m_font->CharMap(ft_encoding_unicode); > m_font->FaceSize(size, 100); > > But I could change the 100 to something extreme, like 1000, and no > difference. I traced this to the following code in FTSize: > > bool FTSize::CharSize(FT_Face* face, unsigned int pointSize, unsigned > int xRes, unsigned int yRes) > { > if(size != pointSize || xResolution != xRes || yResolution != yRes) > { > err = FT_Set_Char_Size(*face, 0L, pointSize * 64, xResolution, yResolution); > > if(!err) > { > ftFace = face; > size = pointSize; > xResolution = xRes; > yResolution = yRes; > ftSize = (*ftFace)->size; > } > } > > return !err; > } > > Notice that the call to FT_Set_Char_Size() uses the current set member > xResolution and yResolution instead of the newly passed in values. > Changing xResolution and yResolution to xRes and yRes fixes the > problem for me. > > Thoughts? > > Ryan > > -- > Ryan May > Graduate Research Assistant > School of Meteorology > University of Oklahoma > > ------------------------------------------------------------------------------ > Start uncovering the many advantages of virtual appliances > and start using them to simplify application deployment and > accelerate your shift to cloud computing. > http://p.sf.net/sfu/novell-sfdev2dev > _______________________________________________ > Ftgl-devel mailing list > Ftg...@li... > https://lists.sourceforge.net/lists/listinfo/ftgl-devel > |
From: Ryan M. <rm...@gm...> - 2010-09-21 15:18:21
|
Hi, I noticed that FTGL seemed to be ignoring my requests to set a custom resolution, which resulted in my fonts being too small. I was doing something like: m_font = new FTGLTextureFont(fontfile.latin1()); m_font->CharMap(ft_encoding_unicode); m_font->FaceSize(size, 100); But I could change the 100 to something extreme, like 1000, and no difference. I traced this to the following code in FTSize: bool FTSize::CharSize(FT_Face* face, unsigned int pointSize, unsigned int xRes, unsigned int yRes) { if(size != pointSize || xResolution != xRes || yResolution != yRes) { err = FT_Set_Char_Size(*face, 0L, pointSize * 64, xResolution, yResolution); if(!err) { ftFace = face; size = pointSize; xResolution = xRes; yResolution = yRes; ftSize = (*ftFace)->size; } } return !err; } Notice that the call to FT_Set_Char_Size() uses the current set member xResolution and yResolution instead of the newly passed in values. Changing xResolution and yResolution to xRes and yRes fixes the problem for me. Thoughts? Ryan -- Ryan May Graduate Research Assistant School of Meteorology University of Oklahoma |
From: Sam H. <sa...@ho...> - 2010-09-20 21:44:05
|
On Fri, Sep 17, 2010, Silverstein wrote: > The latest version I see is 2.1.3 rc5. Can anyone comment on if/when > there will be an actual release of 2.1.3? (Given that rc5 was posted 2 > years ago I'm guessing none will be forthcoming.) > > Also, how stable is rc5? We have been delaying the 2.1.3 release for a long time because it is going to be the first release with a fixed API that will guarantee binary compatibility with further versions. As long as we are still adding or tuning the interface, we will consider the releases RCs. And given the changes between 2.1.2 and 2.1.3, the next release will probably be 2.2. > We are using 2.1.2 and I noticed the font layout features in 2.1.3 > which would be very useful for what I'm working on now. So I'm > interested in upgrading but only if the layout feature works well and > if rc5 is really stable. I am afraid the layout interface is undoubtedly the least tested feature in FTGL and I cannot really call it stable. However, given the number of bugs fixed since 2.1.2, I would recommend to upgrade anyway. Cheers, -- Sam. |
From: D H. <my...@ya...> - 2010-09-18 20:00:02
|
Hello FTGL-devel, I was trying to compile ftgl-2.1.3~rc5 for windows (32) using gcc-tdmc with msys, and I found that the configure test seems to fail. Namely, the test for glBegin did not work, it was checking for char glBegin(void), and failing to find the referenced function. however, if I change this to #include <gl/gl.h> then look for glBegin(GL_POINTS) (for example), this works fine. I tried to look at gl/gl.h, and it seems that the following declaration is used for glBegin GLAPI void APIENTRY glBegin( GLenum mode ); this seems to invoke all sorts of odd dll based define magics, and GLenum is typedefed to an unsigned int. So I am not sure what the fix is, and to work around the problem I have disabled the configure test. Any ideas? |
From: Michael M. <ar...@gm...> - 2010-09-18 10:40:47
|
I should add, I suspect it's something related to using only modern methods of drawing (via buffers and GLSL only). I wonder if it needs legacy initialization processes I omit. On Sat, Sep 18, 2010 at 1:18 PM, Michael Menegakis <ar...@gm...> wrote: > Well, it's only > > glEnable(GL_DEPTH_TEST); > glDepthFunc(GL_LESS); > (that probably aren't affecting it) > > in an app that correctly draws meshes with basic diffuse lighting. > > it initializes and uses buffer objects in modern core context (using a > 2.1 context doesn't fix it). > > It does not do textures yet, could it need something that is generally > used to inititialize textures globally? > > On Fri, Sep 17, 2010 at 11:58 AM, Sam Hocevar <sa...@ho...> wrote: >> On Fri, Sep 17, 2010, Michael Menegakis wrote: >>> Any idea what I might be missing? The application properly draws >>> models on buffer objects. >> >> Could you show me your initialisation code, especially the set of >> glEnable() you do? Maybe there's something missing there. >> >> -- >> Sam. >> > |
From: Michael M. <ar...@gm...> - 2010-09-18 10:18:38
|
Well, it's only glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); (that probably aren't affecting it) in an app that correctly draws meshes with basic diffuse lighting. it initializes and uses buffer objects in modern core context (using a 2.1 context doesn't fix it). It does not do textures yet, could it need something that is generally used to inititialize textures globally? On Fri, Sep 17, 2010 at 11:58 AM, Sam Hocevar <sa...@ho...> wrote: > On Fri, Sep 17, 2010, Michael Menegakis wrote: >> Any idea what I might be missing? The application properly draws >> models on buffer objects. > > Could you show me your initialisation code, especially the set of > glEnable() you do? Maybe there's something missing there. > > -- > Sam. > |
From: Silverstein <her...@sc...> - 2010-09-17 17:38:12
|
The latest version I see is 2.1.3 rc5. Can anyone comment on if/when there will be an actual release of 2.1.3? (Given that rc5 was posted 2 years ago I'm guessing none will be forthcoming.) Also, how stable is rc5? We are using 2.1.2 and I noticed the font layout features in 2.1.3 which would be very useful for what I'm working on now. So I'm interested in upgrading but only if the layout feature works well and if rc5 is really stable. Herc |
From: Silverstein <her...@sc...> - 2010-09-17 17:38:10
|
The latest version I see is 2.1.3 rc5. Can anyone comment on if/when there will be an actual release of 2.1.3? (Given that rc5 was posted 2 years ago I'm guessing none will be forthcoming.) Also, how stable is rc5? We are using 2.1.2 and I noticed the font layout features in 2.1.3 which would be very useful for what I'm working on now. So I'm interested in upgrading but only if the layout feature works well and if rc5 is really stable. Herc |
From: Michael M. <ar...@gm...> - 2010-09-17 03:13:18
|
Any idea what I might be missing? The application properly draws models on buffer objects. On Mon, Aug 23, 2010 at 4:47 PM, Michael Menegakis <ar...@gm...> wrote: > On Sun, Aug 15, 2010 at 12:23 PM, Sam Hocevar <sa...@ho...> wrote: >> On Sat, Aug 14, 2010, Michael Menegakis wrote: >>> I tried to use the basic example on an OpenGL Hello that only prints a >>> primitive from a buffer object (correctly) but it only draws >>> characters as squares of the same color with the primitive. Do you >>> know what I should be initializing for it to work properly? >>> >>> The size of them changes properly with the involved functions but they >>> remain square. >> >> It sounds like the texture containing your characters was not >> uploaded. Are you doing all your GL operations with the GL context >> active? A common mistake is to perform initialisation steps (in >> your case, uploading textures) before the widget is realised and >> gtk_gl_area_make_current() was called. Make sure the GL context is ready >> each time you run GL code. > > BTW, discovered there is proper outcome when ftglCreate*Bitmap*Font is > used (when all is unchanged and the problem of others modes not shown > persist). > > Bitmap outcome: (correct) http://imgur.com/Cssdd.png > > Pixmap: (squares) http://imgur.com/nMqvh.png > > Outline fonts look meshed: http://imgur.com/7rRq9.png > > Texture fonts look squared again: http://imgur.com/mugRI.png > > Extruded are line the outline ones; similar. > > Polygon look meshed too. > > Buffer are also squared. > > Concerning sequence of init, It's an SDL + GLEW simple C application: > > 'pseudo-pseudo code': > > // Init func is: > SDL init (bring up window and OpenGL context) (tried both 1.2 and 1.3 SDL) > GLEW init (bring up OGL API interface) > Init a simple OGL example with a VBO (which works later) (no change on > FTGL if it's omitted) > > And then FTGL init which has: > > ftgl_font = ftglCreatePixmapFont("LiberationSerif-Regular.ttf"); // > checked to load properly / same outcomes with Windows' Arial.ttf > ftglSetFontCharMap(ftgl_font, ft_encoding_symbol); > ftglSetFontFaceSize(ftgl_font, 72, 72); > > //Then, when it is to draw in an event loop: > OGL_Draw(); // draws a primitive properly (no change on FTGL if it's omitted) > FTGL_Draw(); // which is only FTGL_Draw_Context("text"); > SDL_GL_SwapBuffers(); // Swap buffers via SDL > > Even if 'clumsily' the FTGL init is placed in the drawing function, it > won't change behavior ('Bitmap' mode works). > > > Does it need explicitly setting textures for it? How? > |
From: Michael M. <ar...@gm...> - 2010-08-23 13:47:54
|
On Sun, Aug 15, 2010 at 12:23 PM, Sam Hocevar <sa...@ho...> wrote: > On Sat, Aug 14, 2010, Michael Menegakis wrote: >> I tried to use the basic example on an OpenGL Hello that only prints a >> primitive from a buffer object (correctly) but it only draws >> characters as squares of the same color with the primitive. Do you >> know what I should be initializing for it to work properly? >> >> The size of them changes properly with the involved functions but they >> remain square. > > It sounds like the texture containing your characters was not > uploaded. Are you doing all your GL operations with the GL context > active? A common mistake is to perform initialisation steps (in > your case, uploading textures) before the widget is realised and > gtk_gl_area_make_current() was called. Make sure the GL context is ready > each time you run GL code. BTW, discovered there is proper outcome when ftglCreate*Bitmap*Font is used (when all is unchanged and the problem of others modes not shown persist). Bitmap outcome: (correct) http://imgur.com/Cssdd.png Pixmap: (squares) http://imgur.com/nMqvh.png Outline fonts look meshed: http://imgur.com/7rRq9.png Texture fonts look squared again: http://imgur.com/mugRI.png Extruded are line the outline ones; similar. Polygon look meshed too. Buffer are also squared. Concerning sequence of init, It's an SDL + GLEW simple C application: 'pseudo-pseudo code': // Init func is: SDL init (bring up window and OpenGL context) (tried both 1.2 and 1.3 SDL) GLEW init (bring up OGL API interface) Init a simple OGL example with a VBO (which works later) (no change on FTGL if it's omitted) And then FTGL init which has: ftgl_font = ftglCreatePixmapFont("LiberationSerif-Regular.ttf"); // checked to load properly / same outcomes with Windows' Arial.ttf ftglSetFontCharMap(ftgl_font, ft_encoding_symbol); ftglSetFontFaceSize(ftgl_font, 72, 72); //Then, when it is to draw in an event loop: OGL_Draw(); // draws a primitive properly (no change on FTGL if it's omitted) FTGL_Draw(); // which is only FTGL_Draw_Context("text"); SDL_GL_SwapBuffers(); // Swap buffers via SDL Even if 'clumsily' the FTGL init is placed in the drawing function, it won't change behavior ('Bitmap' mode works). Does it need explicitly setting textures for it? How? |
From: Sam H. <sa...@ho...> - 2010-08-15 09:45:11
|
On Sun, Aug 15, 2010, Sam Hocevar wrote: > gtk_gl_area_make_current() was called. Sorry, that would be wglMakeCurrent() or glXMakeCurrent() or the appropriate context activation on your platform. Calling glutCreateWindow() is enough, too. If you still cannot get it to work, feel free to post some code here. -- Sam. |
From: Sam H. <sa...@ho...> - 2010-08-15 09:39:36
|
On Sat, Aug 14, 2010, Michael Menegakis wrote: > I tried to use the basic example on an OpenGL Hello that only prints a > primitive from a buffer object (correctly) but it only draws > characters as squares of the same color with the primitive. Do you > know what I should be initializing for it to work properly? > > The size of them changes properly with the involved functions but they > remain square. It sounds like the texture containing your characters was not uploaded. Are you doing all your GL operations with the GL context active? A common mistake is to perform initialisation steps (in your case, uploading textures) before the widget is realised and gtk_gl_area_make_current() was called. Make sure the GL context is ready each time you run GL code. -- Sam. |
From: Michael M. <ar...@gm...> - 2010-08-14 09:32:43
|
I tried to use the basic example on an OpenGL Hello that only prints a primitive from a buffer object (correctly) but it only draws characters as squares of the same color with the primitive. Do you know what I should be initializing for it to work properly? The size of them changes properly with the involved functions but they remain square. The sentence written for the string does change in size properly, only the chars are shown on OpenGL as squares. The test applications on the FTGL package itself work properly. It is on SDL1.3 latest and GLEW latest. Notice the context that can be setup on SDL can be up to 3.3 and it works for the primitive shapes but for FTGL I had to set it to 3.1 at most to not print errors on the glDrawArrays() of the primitives. On that high context the 'squares' weren't printed at all either. For some reason MSVC builds do not show even the squares on any opengl context provided by SDL. It's mainly on gcc the behavior. |
From: Thomas L. W. <mr...@gm...> - 2010-06-14 10:55:18
|
Just what I needed :) Thanks. On Sun, Jun 13, 2010 at 12:06 PM, Sam Hocevar <sa...@ho...> wrote: > On Sun, Jun 13, 2010, Thomas Larsen Wessel wrote: > > The ftgl documentation is really hard to grasp for me, and I am stuck > > without having built anything yet. If someone could help me with a short > but > > complete working example, that would really help, and be appreciated. > > I suggest you have a look at the demo directory in the FTGL source > package. The simple.cpp program is exactly what you are looking for. > > Cheers, > -- > Sam. > |
From: Sam H. <sa...@ho...> - 2010-06-13 10:06:58
|
On Sun, Jun 13, 2010, Thomas Larsen Wessel wrote: > The ftgl documentation is really hard to grasp for me, and I am stuck > without having built anything yet. If someone could help me with a short but > complete working example, that would really help, and be appreciated. I suggest you have a look at the demo directory in the FTGL source package. The simple.cpp program is exactly what you are looking for. Cheers, -- Sam. |
From: Thomas L. W. <mr...@gm...> - 2010-06-13 09:25:51
|
The ftgl documentation is really hard to grasp for me, and I am stuck without having built anything yet. If someone could help me with a short but complete working example, that would really help, and be appreciated. So, I need to have extruded letters flying around in 3d space. I know how to make other objects fly around, so all I really need to know is how to draw an extruded letter in the scene. I am thinking that I need the following two methods: *void initFtgl() { // load a font } void drawChar(char c, double height, double depth) { // draws this char from left to right on the x axis, chars pointing up the y axis, the direction of extrusion is parallel to the z axis // the height of the char should be as the parameter // the depth of the extrusion should be as the parameter }* I hope someone could help me out with this. Thomas, Denmark |
From: Thomas L. W. <mr...@gm...> - 2010-06-13 08:43:51
|
That helped. Thanks :) On Thu, Jun 10, 2010 at 3:09 PM, Sam Hocevar <sa...@ho...> wrote: > On Wed, Jun 09, 2010, Thomas Larsen Wessel wrote: > > I have installed ftgl via. aptitude on ubuntu (sudo aptitude install > > libftgl-dev). > > > > My simplest imaginable program pure.cpp looks like this: > > > > *//pure.cpp > > #include <FTGL/ftgl.h> > > main() {}* > > > > When trying to compile I write: > > > > *$ g++ test.cpp -lftgl* > > The compiler is missing important information here. The generic way > to give library information to the compiler is through pkg-config: > > g++ test.cpp `pkg-config --cflags --libs ftgl` > > Or when separating the compilation and link steps: > > g++ -c test.cpp `pkg-config --cflags ftgl` > g++ test.o `pkg-config --libs ftgl` > > Hope this lets you go on, > -- > Sam. > |
From: Sam H. <sa...@ho...> - 2010-06-10 13:27:03
|
On Wed, Jun 09, 2010, Thomas Larsen Wessel wrote: > I have installed ftgl via. aptitude on ubuntu (sudo aptitude install > libftgl-dev). > > My simplest imaginable program pure.cpp looks like this: > > *//pure.cpp > #include <FTGL/ftgl.h> > main() {}* > > When trying to compile I write: > > *$ g++ test.cpp -lftgl* The compiler is missing important information here. The generic way to give library information to the compiler is through pkg-config: g++ test.cpp `pkg-config --cflags --libs ftgl` Or when separating the compilation and link steps: g++ -c test.cpp `pkg-config --cflags ftgl` g++ test.o `pkg-config --libs ftgl` Hope this lets you go on, -- Sam. |