CODE:
#include "include/glad/glad.h"
#include "include/GLFW/glfw3.h"
#include <iostream>
int main()
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(800, 800, "YoutubeOpenGL", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glViewport(0, 0, 800, 800);
glClearColor(0.07f, 0.13f, 0.17f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glfwSwapBuffers(window);
while (!glfwWindowShouldClose(window))
{
glfwPollEvents();
}
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}
Whenever I run it it shows failed to create GLFW window
can someone fix my code? or something
I was expecting for a window
>Solution :
This is impossible to debug from this distance.
You will have to check the errors GLFW encounters.
You do that by registering an error handler call back function:
https://www.glfw.org/docs/3.0/group__error.html
In that function, you can log the error message to stdout or a file, for example.
Generally, reading your string "YoutubeOpenGL", I’d argue that directly working with GLFW might be a bit more low-level than you want. There’s enough other frameworks that handle the system specifics for you, so that you don’t have to do windows, linux, OS X… specific modifications yourself. The "big gun" in that is certainly Qt, which supports OpenGL accelerated graphics just as well, but also slimmer, and still quite low-level UI tool kits like DearImgui (with the glfw backend) would serve you better than trying to start with GLFW.