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On Mac, openGL and GLUT (deprecated) are installed already (see “Capabilities” page of Apple’s OpenGL Info)
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“Glitter” is github repo which includes the necessary libraries and instructions for getting started with the learnopengl.com and open.gl tutorials! (Claims to require only one “dependency”: cmake and it takes care of including glew, etc...
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Many tutorials use glew, glfw, and glm. Used by http://github.com/opengl-tutorials/ogl. Someone at a gamedev thread says “Just as a little aside, GLEW is now incredibly easy on the Mac. Download, run Make, put in /usr/local/lib and /usr/local/include respectively.” and follow-up note reminds users of GLEW to call glewInit( ) early in startup (“If you try to use any function before glewInit(), the program fails.”) (stackoverflow “build glew for mac” includes suggestion, “go... to http://glew.sourceforge.net and downloading the ZIP file right onto your Mac. Then go into the Finder and type in glew.h to see the file, control click it, get info, and copy the path to the file. Then go into your respective program file (e.g., commons.h) that contains the #include <GL/glew.h> dependency, and change it to: #include <path/to/file/that/you/just/copied/glew.h> Then, try to compile your program again, and this time you should not get any GLEW errors.” Better yet(?), see stackoverflow thread "link-glew-in-xcode" which shows how to make xcode recognize glew headers, and see "trouble-linking-glew-library-to-xcode" for more info.
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Instead of glew, some tutorials use FreeGlut (Might require installing x11 (xQuartz on mac) first ) Hey, somebody says that xQuartz (replacement of X11 for mac) comes with freeglut, so just install xQuartz latest releases and you’ll get a pretty up-to-date freeglut. (We’re trying this.) See follow-up warnings and tweaks about build freeglut on mac.
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There are automated software installer/updaters that could supposedly reconcile dependencies among glew, x11, freeglut, etc. Such updaters include homebrewinstall, and macports, etc but Mike is hesitant: they can change versions of utilities that system uses.
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Re GLUT deprecated on mac osX 10.9+. Somebody on stackoverflow says that what apple wants us to do instead is use cocoa. See Apple’s OpenGL Info. "freeglut-on-mavericks" points out that despite deprecations, Glut still works fine and “glutInitDisplayMode(GLUT_3_2_CORE_PROFILE);” will get an “openGL 4.1+ context” on mac osX 10.9 and 10.10.
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Glut Howto <- provided us with a sample.c that worked on mac osX 10.10 in xcode 7! (Uses GLUT code deprecated since osX 10.9.) The tutorial showed us how to “Add” the “OpenGL.framework” and “GLUT.framework” to our project by going to the project’s “Build Phases” tab, open the “Link Binary With Libraries” list, and click the ‘+’ sign at the bottom left corner of the list and choosing “OpenGL.framework” and “GLUT.framework” from the list.
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Stack overflow: how to Use Xcode 7 with git and Add xcode project to github.
- Page 29 of the offline learnopengl.com tutorial has a reminder for mac, “Note that on Mac OS X you also need to add glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); to your initialization code for it to work.
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(√) Installed xquartz 2.7.8 (from xquartz latest releases as of nov 2015, “works with el capitan (osX 10.11)” supposedly. Provides us with recent “freeglut” supposedly.
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(√) Installed cmake on our main mac.
- [ ]Test xquartz 2.7.8
- [ ]Test