wxMax and MiniB3D

BlitzMax Forums/Brucey's Modules/wxMax and MiniB3D

rs22(Posted May) [#1]
Hi,

Has anyone used wxMax and MiniB3D together lately?

It used to work, but wxMax is missing wxGLMax2D these days.

Is it still possible to use them together?


Kryzon(Posted May) [#2]
wxGLMax2D was probably for you to use Max2D commands with it.
MiniB3D doesn't need that, it just needs GL.

As long as you can create an OpenGL canvas in wxMax, you can setup MiniB3D to work with it similar to how you'd set it up with MaxGUI:
https://github.com/si-design/minib3d/blob/master/examples/maxgui.bmx

The SetGraphics call you see there is particularly important, it "activates" the GL context which is what MiniB3D uses.

If you look in the wxMax samples there's a sample with setting up a wxGLCanvas. Use that instead:
https://github.com/maxmods/wx.mod/blob/master/samples/glcube.bmx#L76
(I'm linking to a specific line but the whole code is relevant)

EDIT: The change seems to be from SetGraphics CanvasGraphics2D() (Max2D) to SetGraphics CanvasGraphics() (generic GL)


rs22(Posted May) [#3]
Thanks for the reply.

I made the changes you suggested, but now I'm getting loads of errors like:
C:/BlitzMaxNG/mod/pub.mod/glew.mod/GL/glew.h:18061:17: error: unknown type name 'PFNGLVERTEXATTRIBL2UI64NVPROC'
 GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2UI64NVPROC __glewVertexAttribL2ui64NV;
I have no idea how to fix that! Does the fact I'm using BlitzMaxNG make any difference? Other wxMax samples compile fine...just not anything to do with OpenGL.


Kryzon(Posted May) [#4]
I'm not really sure, I hope someone else knows this.


Kryzon(Posted May) [#5]
Since this is a NG-related issue, maybe post it on the NG area?
http://www.blitzbasic.com/Community/topics.php?forum=126