Note for anyone following this tutorial in Visual Studio 2022, after making the configuration changes to the include and lib directories, if you still have compiler errors and red squigglies, make sure the active platform is x86 (at the top of the main window, to the left of the "Local Windows Debugger" button, click the dropdown to switch from x64 to x86. Now if you reopen the configuration properties window, you should see the Platform dropdown says "Active(Win32)" and your changes should take effect.
holly cow ! you come straight out of heaven ! I've been litteraly sitting here for 2 hours freaking out and then you show up and just solve the issue with one click
How i downloaded GLFW 3 times: Cherno: "So we need to download GLFW" me: *hits that download button* Cherno: "We could down... blah blah blah... But we're gonna download binaries" me: "Oh" *hits 64 bit binaries for windows download* Cherno: *So we are going to download 32bit binaries, we don't need 64 bit" ... Yeah
I can't believe this guy got me to do anything in opengl without using someone else's build entirely. Getting openGL running is the single biggest obstacle holding back people from learning computer graphics basics.
The thing Cherno gets right compared to other tutorials is that he focuses on teaching the basics first. While that sounds like many other tutorials it's actually not. There's 2 common and IMHO bad teaching methods others do. 1) Teach by example (Give you a block of code spanning several lines, explain some of it, but leave you to figure out the rest to understand the basics.) 2) Teach by building a complex program (Give you a much longer program, explain what each line does without really helping you understand much of it and progressively span several files and thousands of lines teaching you the basics) Both of those are ubiquitously common online and many teachers swear it's the best way to learn. But they're both garbage IMHO, you need to start small and play around with one concept at a time with the most minimal lines of code possible. You want focus on the once concept so you don't want any other distractions with too much other stuff going on including other concepts you also haven't fully understood. Cherno focuses on helping you understand the concept being taught and encourages you to play around with just that one concept to really learn it. I really wish more teachers did this and not try to throw too much in and have too much going on that you just can't figure anything out, become stressed and overwhelmed, feel abandoned, and ultimately quit. With Cherno's method you actually feel like you understand something and feel like you're having fun.
Exactly! As an absolute beginner, I'm constantly feeling overwhelmed by the gap between what's taught in tutorials and the exercises that are recommended (with no follow-up discussion of solutions)
Just a side note for those on Windows, you don't actually have to go through the process of linking all those libraries at 15:38, you can just type in "%(AdditionalDependencies)" to include all the default libraries for you. No need to Google the errors and link them manually. :)
For those using 2019 or newer versions of visual studio make sure that in the properties window you have Win32 set to active instead of x64 which is default
win32? In the project properties? Even if you've downloaded the x64 glfw binary? What if you're trying to create an x64 library/app? If you build glfw from source does it work with x64? I was thinking this morning about why it is that C++ is such an enormous pain to use compared with, say, C#, for example. I don't think it's actually the need to deal with pointers or memory management, or the incredible verbosity that's required to satisfy the type checker, or anything really to do with the language itself. That kind of thing can be a bit troublesome, sure. But I don't think any of that is actually what causes the vast majority of the hair tearing and time loss. I think the thing that causes the vast majority of the hair tearing and time loss with C++ is all about the build environment. It's related to the 500 or so spurious errors you get, associated with the giant mountain of dependencies you have, if one tiny little thing isn't exactly right. With C++, the actual thing which is causing your problem is referenced by a needle in a haystack. And the needle is probably pointing in the wrong direction. Why does that happen with C++ and not with, say, C#, for example? I think the key difference is the need to compile header files. In C#, and in Python, PHP, Ruby, Lua, etc., the manifest of what is in a library is built into the library itself and is known to the compiler (or jitter or interpreter, etc.) at compile time without needing to depend on the success of the compilation of a header. In C++, if something goes wrong with the compilation of one header, all of the headers that depend on that won't compile either, and so the compiler has no idea what's in any of the whole tree of libraries that depend directly or indirectly on that library. I think that by itself is The Thing that causes by far and away the most headaches with C++. What if we came up with a new type of library which doesn't require a header to use? What if our C++ libraries imbedded a complete manifest that is explorable by a tool similar to the C# assembly browser? If we could manage that, then if one or two calls were mismatched in some way, we'd only get errors about those one or two calls, instead of getting a cascade of errors about every call made by any part of the mountain of dependencies to anything in that library or any of the libraries in the whole tree of libraries that depend directly or indirectly on that library! I bet that notion By Itself, with No Other Changes, has the potential to reduce the hair tearing and time loss associated with using C++ by something like 90%. "But what about all the header-only libraries!?" We like them because with them at least we don't get link time errors. And they force full disclosure and don't require us to look in two places in order to know how a given function works / exactly what it does. But think about all the horde of compile time errors you get out of STL when something goes wrong in the header compilation process. Is that really better than getting one link time error? If libraries had complete manifests that were readily explorable, the linking process could be merged with the compilation process. If you had the source code for a library, the compiler/linker could potentially direct you to the line of code that caused what is today a link time error. And in header-less C++, you would never need to look in two places to know how a function works / exactly what it does. Headers have the advantage of showing you a brief manifest that you can use to navigate to the implementation code. But if an IDE could give you a way to see that browse that manifest, and use it to navigate to the implementation code for a given class or member, and even open little sub windows into it the way VS does with "Quick Actions", without needing to manually create or maintain the header itself, wouldn't that be better? Header-less C++. Difficult to come up with, maybe, but I bet it would be worth it in spades.
@@signedlongint69 It's not about hating C++ at all! I like C++ in general, in fact I choose to use it in my own projects. I was just proposing the supposition that header files from external libraries that have to be compiled into your project are more trouble than they're worth and that there is a better solution. I think maybe I need to experiment with C++20's "modules" feature.
Your videos have such a remarkable production quality. You really seem to have an innate sense of how to teach things in a simple and effective way. Thank you so much for your great work!
Perhaps because they them self forgot how it was they had to learn it. In my home country we have a saying: "The cow has forgotten that they once them self was a calf" Just a thought :P
Because this guy is an industry professional (EA Games) and most others are not. Even a great developer making a tutorial that hasn't been exposed to the formalities and practices of professional software engineering won't have had as much practice. Programming really is a matter of exposure.
RPMedia, I have written computer programs, manuals and fiction, and edited novels for publishing houses, so I've got a little bit of experience in this arena. One of the things you have to be careful with when checking out a novel is that the author isn't too close to the story. Remember: more than anyone who reads the story, the writer lives in its world. Some things may seem so obvious that they're not worth mentioning. That's one of the places where an editor comes in. The same holds true for a tutorial. Sometimes, some tips and tricks are so ingrained into the tutor that they just go without saying. Here is where a reviewer earns his or her (paltry) pay. What Cherno does that makes him so good is to take you right through the process, from a first-person point of view. He's also obviously been doing this for a while, so he knows what he's doing, but, more importantly, since he takes you through the actual process, the problems he has are going to be the problems he has. Also, Cherno just plain has a knack for it. Some do.
Generally spaeaking, people suck at explaining things because they just regurgitate what they have been told and have never internalized the knowledge by meditating on the subject. I see this all the time and it's driving me fucking crazy!
So what exactly did he explain in this video, besides the things every C++ programmer should know already BEFORE getting into OpenGL programming? (or any APIs whatsoever) He didn't explain a single line of the code he used, he just copy-pasted the code from the documentation, added a bunch of other function calls he didn't explain either, and that's pretty much it :P Yeah, I agree with the rest of people in this comment thread: some people just *suck at explaining* :q What's worse, many people suck at noticing it, and they all cheer to the fact that they actually learnt nothing actually useful :P
Thanks Cherno, most C++ tutorials I have found with libraries make me feel like I'm just sort of hacking together something that works, but you have cleared a lot of that fog. Thanks.
dude u are a gifted person. its a real inspiration. ur probly a 1 in a million (at least) person. not only being extremely knowledgeable and talented in software development, but being able to help people build their skills. its honestly amazing.
All of your videos are insanely good and I'm so excited about this tutorial series. I've bought several recommended C++ and game programming books, but they don't come close to TheCherno's videos in terms of quality. I'm finally going to really learn how to make something using OpenGL. Everything else I've read or watched on the matter has been outdated legacy crap or broken links or just obvious bad practice. Seriously, I have not been this excited about any TH-cam content (or probably anything else, for that matter) for ages. Thank you so much for doing this (FOR FREE) and keep up the excellent work!
Yeah, you know I just hit that damn notification bell. You're one of the best teachers I've ever seen. Thank you so incredibly much for providing all of these amazing resources!
Really excited for this series! I have come moderately far with LWJGL (Java with OpenGL), but I'd rather use C++ because it's faster if you know what you're doing. I'm glad I have found you because most tutorials on TH-cam are outdated and/or don't explain things very well.
CAPSLOCK yeah, I know. It's just that my attention span has decreased significantly because of all the modern tech. I own the OpenGL red book though, so if I ever get stuck or something I can read about it.
this is the first time i understand a subject on coding this clearly. you explanations are simple yet they cover a lot. thank you for making this video, i really appreciate it!
I came to learn OpenGL but I'm so happy you showed us how to fix linking issues. I've done C++ courses and they've never showed us how to debug a linking issue and you made it so clear with the simple Google search.
Nice job man! I had to pause the video a couple of times to keep up, but the reward was an intense feeling of happiness when I saw a simple white triangle appear on screen. I will definitely be checking out all your other tutorials. Take care.
@@blocksofwater4758 No, but when you get library errors like that there are basically only a few possibilities: - the .lib file that you downloaded is corrupt or still zipped or stored in a place where the compiler cannot "see" it. - the compiler is not pointed to the correct files in the project settings In one of the next tutorials I made the mistake of linking both the dynamic and static libraries, and then the project would not work until I placed rhe .dll file in the project folder. Btw, Cherno also has an excellent tutorial on the use of libraries in general. I would recommend you practice by creating a simple library of your own; maybe a simple calculator or some string manipulation functions. In my experience, the trickiest part of programming is not the programming itself, but setting up the toolchain and the compiler. More than once I got so frustrated that I left the whole thing for a while. The subject is a little boring, but it's worth spending some extra time and effort. What also helps is to compile some simple programs from the command line, rather than using the IDE. That will give you a better understanding of what is happening under the hood.
just gotta say, thank you so much for doing all theese tutorials :) I found your channel just a few months ago and i have learned more about C++ than i would ever have otherwise.
As a linux user I will never understand how devs on windows have the patience to work through this awful tedious setup process. Always takes me back to when I studied computer science at university. I was a hardcore windows user until then. At the first day we got a tutorial how to connect to our accounts via vpn. There were like ~3 pages of screenshots and "click here / click there" descriptions for windows and on the 4th page were a couple of lines to type into your terminal when you're on linux. When I went home I installed linux on the formerly win7 laptop and never looked back. Anyway: you did a real good job of explaining it all. Respect!
I had avoided this series because most tutes spend 15 mins trying to tell me what the difference in a char and an int is or an hour long talk on CALLBACKs. I should have known you would get straight to the point. Look forward to finishing this series and get up to date on what all is happening now with OpenGL. Thanks for all you do and I wish you success in your endeavors.
I've haven't had to do this for many years (since I have been working in Unity and Unreal game engines mostly) and I forgot how annoying it was. I used to do these links all the time without even thinking but I never really even understood exactly what it was all doing. All the extra info you provide along the way in this video was very helpful to me. Thanks.
Thank you, thank you, thank you! You are a godsend! I'm trying to get GLFW to work with VS Code, but the tutorials out there right now are few, far between, and often outdated. I was able to use this video to transfer the linking over into VS Code, and after 2 days of struggling with this, it's finally working! Thank you so much
I followed this step by step with Visual Studio 2019 and got it working! This is the most success I've ever had with Visual Studio. It's so big and hard to navigate.
I'd just like to thank you for making the process of setting up opengl so simple, while simultaneously learning extremely important aspects of c++ development.
g++ k.cpp -Iincludepath -Llibpath -lglfw3 -lopengl32 -lgdi32 you put your paths after -I and -L as shown above. I for include and L for library. Note that even though it's called libglfw3.a gcc you only need to type -lglfw3 into gcc. This is for the windows 64bit version of glfw. I was stuck on this so hope this helps.
Really good video! You are the best teacher! I have Webgl in university but was curious to try Opengl, also, these were my first lines of c++ code, thank you!
I'm following this video series but using Linux, which makes it a bit challenging. But I found that ChatGPT has been very useful to find out how to link the libraries and generally make the triangle appear. I just prompted "how do I draw a triangle with glfw in opengl in C++ under linux" and it gave me what to write (which is the same Yan is describing in the video), and which parameters to use on the compiler.
On Linux you don't actually have to compile. Almost every Linux distribution allows to install glfw for development use with a command as simple as apt install glfw-dev or pacman -S glfw. Don't know about Mac though.
lel, good point. I tried that first with just apt-get install glfw didn't work so was like fuck it got cmake and then used make to compile glfw, that was fucking cool to watch :D
its really good to create something from scratch, i learned from it, and i need to do it every time i create something, until and unless i master it .. good stuff
I'm on Linux and using clang++ and Make, so far removed from the Visual Studio configuration environment on Windows, but you totally demystified linker errors for me with your "welp, let's look for the missing library" approach... I got it up and running in a few minutes as soon as I saw you breeze through those linker errors by just asking, "what library has this function?". Thank you for all you do, Cherno! :)
At around 9:18 you said you’d provide a link to a video about static libraries or whatever. Just thought you could use a notification. Just finding out about your series. Love your work dude!
For those using Eclipse CDT C/C++ IDE on Mac OS X To add include folder to Eclipse 1.) Right Click on your project -> Properties 2.) Navigate to C/C++ General -> Paths and Symbol 3.) At the top change configuration -> [All Configurations] 4.) Under the Languages click on GNU C++ 5.) On the right click on Add i.) Click on workspace if you added the include folder into your project (which you should) ii.) Click on File System if the include folder is located outside the project directory 6.) Click ok 7.) Apply Add static library after CMake and make Part 1 adding the Library 1.) Right Click on your project -> Properties 2.) Navigate to C/C++ General -> Paths and Symbol 3.) At the top change configuration -> [All Configurations] 4.) Click on Libraries 5.) Click on Add 6.) Type in the name of the library WITHOUT 'lib' as a prefix AND '.a' as a suffix. Example if the lib is called 'libglfw3.a' type glfw3. Part 2 linking the library's location 1.) Right Click on your project -> Properties 2.) Navigate to C/C++ General -> Paths and Symbol 3.) At the top change configuration -> [All Configurations] 4.) Click on Library Paths 5.) On the right click on Add i.) Click on workspace if you added libglfw3.a into your project (which you should) ii.) Click on File System if the location of libglfw3.a is located outside the project directory 6.) Click ok 7.) Apply Add OS X frameworks 1.) Right Click on your project -> Properties 2.) Navigate to C/C++ Build -> Settings 3.) At the top change configuration -> [All Configurations] 4.) Navigate to MacOS X C++ Linker -> Miscellaneous 5.) In the Linker Flags text field add -framework Cocoa -framework OpenGL -framework IOKit -framework CoreVideo 6.) Apply
Thank you Cherno for making this tutorial i look forward to learning OpenGL. Although i honestly would have preferred if you just made a tutorial for linux users on how to install and set up GLFW because i spend several hours trying to figure out how it even works or how to build and install it. Thankfully i used ChatGPT to help me and solve the problems and got the window and triangle to render on screen. Anyway looking forward to the rest of the series. Hopefully nothing else breaks along the way. lol
this helped clear up a lot of confusion for me. im looking to make minecraft shaders and, like plugins, there's almost nothing simple to start learning it. except shaders are way harder than plugins.
For anyone struggling with making the configuration changes on the include, lib directories and getting errors. I tried some solutions on the comments but they didn't work and I checked what does the $(SolutionDir) macro represent. And I figured out that there is another file that holds the project files in it. So, instead of "$(SolutionDir)\Dependencies\GLFW\include" try "$(SolutionDir)\\Dependencies\GLFW\include" (make this for linker also).
On mac : 2 Ways **************** To build the GLFW library from source, only a few steps are required: Download and extract the GLFW source code. Open the Terminal. cd to the extracted directory. Type in cmake . hit return. A Makefile will be created for you. Type in make, hit return. After the compilation process, type in sudo make install. The libraries will be copied to /usr/local/lib/, the header files to /usr/local/include/. Note: You'll need a compiler suite installed to build software, this would usually be the XCode Command Line Tools package. For this, install and launch XCode from the Store or download the tools from the developer site. **************** Now if you're comfortable at the command line: brew install glfw when compiling with openGL and glfw, use "g++ main.cpp -lglfw" for the most minimalistic build if you don't have brew google is your best friend
My teacher: Took 6h to explain to the whole class how to draw a triangle in about 500 lines of code. (Minimal code he said) The Cherno: Draw that same triangle in only 43 lines.
Note for anyone following this tutorial in Visual Studio 2022, after making the configuration changes to the include and lib directories, if you still have compiler errors and red squigglies, make sure the active platform is x86 (at the top of the main window, to the left of the "Local Windows Debugger" button, click the dropdown to switch from x64 to x86. Now if you reopen the configuration properties window, you should see the Platform dropdown says "Active(Win32)" and your changes should take effect.
holly cow ! you come straight out of heaven !
I've been litteraly sitting here for 2 hours freaking out and then you show up and just solve the issue with one click
@@nixlittle5468 samesies man thank god i saw this comment. what an angel!
You absolute gem! Thank you!
It still worked fine for me with x64
ty bro
Never have I been so excited to draw a triangle.
likewise !!
@@pradeepalhan
Wha is opengl
@A42426 Ashley GILL
What is the libraries?
Is this something you can compile
@@xrafter Open Graphics Library, pretty low level.
@@xrafter Uhh maybe this video isn't for you...
How i downloaded GLFW 3 times:
Cherno: "So we need to download GLFW"
me: *hits that download button*
Cherno: "We could down... blah blah blah... But we're gonna download binaries"
me: "Oh" *hits 64 bit binaries for windows download*
Cherno: *So we are going to download 32bit binaries, we don't need 64 bit"
...
Yeah
I had exactly the the same situation haha
same :D
ahahahah i just imagine that while looking at the web 🤣
I though I was the only one doing this lol
64 bit would of worked fine tho but rip :P
I can't believe this guy got me to do anything in opengl without using someone else's build entirely. Getting openGL running is the single biggest obstacle holding back people from learning computer graphics basics.
yeah, the setting up is not easy for beginners
Ευχαριστούμε!
Him: "Idk why those libraries are linked.."*deletes*
Compiler: (INSERT 100 ERRORS..)
I personally never delete the dependencies my linker gives me by default. They're there for a reason, no touching.
@@Drqonic i touched the dependencies in the linker....never, never again
@@checkbordspy4608 exactly xD
objdump -x is very useful in troubleshooting dependencies.
I debug with objdump -d and gdb.
But he did it on purpose to show us...lol
The thing Cherno gets right compared to other tutorials is that he focuses on teaching the basics first. While that sounds like many other tutorials it's actually not. There's 2 common and IMHO bad teaching methods others do.
1) Teach by example (Give you a block of code spanning several lines, explain some of it, but leave you to figure out the rest to understand the basics.)
2) Teach by building a complex program (Give you a much longer program, explain what each line does without really helping you understand much of it and progressively span several files and thousands of lines teaching you the basics)
Both of those are ubiquitously common online and many teachers swear it's the best way to learn. But they're both garbage IMHO, you need to start small and play around with one concept at a time with the most minimal lines of code possible. You want focus on the once concept so you don't want any other distractions with too much other stuff going on including other concepts you also haven't fully understood.
Cherno focuses on helping you understand the concept being taught and encourages you to play around with just that one concept to really learn it. I really wish more teachers did this and not try to throw too much in and have too much going on that you just can't figure anything out, become stressed and overwhelmed, feel abandoned, and ultimately quit. With Cherno's method you actually feel like you understand something and feel like you're having fun.
Exactly! As an absolute beginner, I'm constantly feeling overwhelmed by the gap between what's taught in tutorials and the exercises that are recommended (with no follow-up discussion of solutions)
Source: just trust me dude.
I will note this down.
Im glad this video was recommended in a comment on another video, sounds good
@@MrPatak007 what?
Just a side note for those on Windows, you don't actually have to go through the process of linking all those libraries at 15:38, you can just type in "%(AdditionalDependencies)" to include all the default libraries for you. No need to Google the errors and link them manually. :)
Thank You!
didn't work for me
"%(AdditionalLike)"
Thank you worked very well. Saved me lots of time!
Doesn't work
For those using 2019 or newer versions of visual studio make sure that in the properties window you have Win32 set to active instead of x64 which is default
ur my hero
thats why its not working
win32? In the project properties? Even if you've downloaded the x64 glfw binary? What if you're trying to create an x64 library/app? If you build glfw from source does it work with x64?
I was thinking this morning about why it is that C++ is such an enormous pain to use compared with, say, C#, for example. I don't think it's actually the need to deal with pointers or memory management, or the incredible verbosity that's required to satisfy the type checker, or anything really to do with the language itself. That kind of thing can be a bit troublesome, sure. But I don't think any of that is actually what causes the vast majority of the hair tearing and time loss.
I think the thing that causes the vast majority of the hair tearing and time loss with C++ is all about the build environment. It's related to the 500 or so spurious errors you get, associated with the giant mountain of dependencies you have, if one tiny little thing isn't exactly right. With C++, the actual thing which is causing your problem is referenced by a needle in a haystack. And the needle is probably pointing in the wrong direction.
Why does that happen with C++ and not with, say, C#, for example?
I think the key difference is the need to compile header files.
In C#, and in Python, PHP, Ruby, Lua, etc., the manifest of what is in a library is built into the library itself and is known to the compiler (or jitter or interpreter, etc.) at compile time without needing to depend on the success of the compilation of a header. In C++, if something goes wrong with the compilation of one header, all of the headers that depend on that won't compile either, and so the compiler has no idea what's in any of the whole tree of libraries that depend directly or indirectly on that library.
I think that by itself is The Thing that causes by far and away the most headaches with C++.
What if we came up with a new type of library which doesn't require a header to use? What if our C++ libraries imbedded a complete manifest that is explorable by a tool similar to the C# assembly browser?
If we could manage that, then if one or two calls were mismatched in some way, we'd only get errors about those one or two calls, instead of getting a cascade of errors about every call made by any part of the mountain of dependencies to anything in that library or any of the libraries in the whole tree of libraries that depend directly or indirectly on that library!
I bet that notion By Itself, with No Other Changes, has the potential to reduce the hair tearing and time loss associated with using C++ by something like 90%.
"But what about all the header-only libraries!?" We like them because with them at least we don't get link time errors. And they force full disclosure and don't require us to look in two places in order to know how a given function works / exactly what it does. But think about all the horde of compile time errors you get out of STL when something goes wrong in the header compilation process. Is that really better than getting one link time error? If libraries had complete manifests that were readily explorable, the linking process could be merged with the compilation process. If you had the source code for a library, the compiler/linker could potentially direct you to the line of code that caused what is today a link time error. And in header-less C++, you would never need to look in two places to know how a function works / exactly what it does.
Headers have the advantage of showing you a brief manifest that you can use to navigate to the implementation code. But if an IDE could give you a way to see that browse that manifest, and use it to navigate to the implementation code for a given class or member, and even open little sub windows into it the way VS does with "Quick Actions", without needing to manually create or maintain the header itself, wouldn't that be better?
Header-less C++. Difficult to come up with, maybe, but I bet it would be worth it in spades.
@@shavais33 It seems your essay is about you hating C++… you do realise it is meant to be a low-level language, don’t you?
@@signedlongint69 It's not about hating C++ at all! I like C++ in general, in fact I choose to use it in my own projects. I was just proposing the supposition that header files from external libraries that have to be compiled into your project are more trouble than they're worth and that there is a better solution. I think maybe I need to experiment with C++20's "modules" feature.
Your videos have such a remarkable production quality. You really seem to have an innate sense of how to teach things in a simple and effective way. Thank you so much for your great work!
Speaks too fast.
Why does so many people sucks at explaining the basics ? Cherno is just perfect !
Perhaps because they them self forgot how it was they had to learn it. In my home country we have a saying: "The cow has forgotten that they once them self was a calf"
Just a thought :P
Because this guy is an industry professional (EA Games) and most others are not. Even a great developer making a tutorial that hasn't been exposed to the formalities and practices of professional software engineering won't have had as much practice. Programming really is a matter of exposure.
RPMedia, I have written computer programs, manuals and fiction, and edited novels for publishing houses, so I've got a little bit of experience in this arena.
One of the things you have to be careful with when checking out a novel is that the author isn't too close to the story. Remember: more than anyone who reads the story, the writer lives in its world. Some things may seem so obvious that they're not worth mentioning. That's one of the places where an editor comes in.
The same holds true for a tutorial. Sometimes, some tips and tricks are so ingrained into the tutor that they just go without saying. Here is where a reviewer earns his or her (paltry) pay.
What Cherno does that makes him so good is to take you right through the process, from a first-person point of view. He's also obviously been doing this for a while, so he knows what he's doing, but, more importantly, since he takes you through the actual process, the problems he has are going to be the problems he has.
Also, Cherno just plain has a knack for it. Some do.
Generally spaeaking, people suck at explaining things because they just regurgitate what they have been told and have never internalized the knowledge by meditating on the subject. I see this all the time and it's driving me fucking crazy!
So what exactly did he explain in this video, besides the things every C++ programmer should know already BEFORE getting into OpenGL programming? (or any APIs whatsoever)
He didn't explain a single line of the code he used, he just copy-pasted the code from the documentation, added a bunch of other function calls he didn't explain either, and that's pretty much it :P Yeah, I agree with the rest of people in this comment thread: some people just *suck at explaining* :q What's worse, many people suck at noticing it, and they all cheer to the fact that they actually learnt nothing actually useful :P
Thanks Cherno, most C++ tutorials I have found with libraries make me feel like I'm just sort of hacking together something that works, but you have cleared a lot of that fog. Thanks.
It has been 13 years since I wrote my last OpenGL program. Thanks to you I am back in the game with modern opengl programming.
dude u are a gifted person. its a real inspiration. ur probly a 1 in a million (at least) person. not only being extremely knowledgeable and talented in software development, but being able to help people build their skills. its honestly amazing.
All of your videos are insanely good and I'm so excited about this tutorial series. I've bought several recommended C++ and game programming books, but they don't come close to TheCherno's videos in terms of quality. I'm finally going to really learn how to make something using OpenGL. Everything else I've read or watched on the matter has been outdated legacy crap or broken links or just obvious bad practice.
Seriously, I have not been this excited about any TH-cam content (or probably anything else, for that matter) for ages.
Thank you so much for doing this (FOR FREE) and keep up the excellent work!
Yeah, you know I just hit that damn notification bell. You're one of the best teachers I've ever seen. Thank you so incredibly much for providing all of these amazing resources!
Really excited for this series! I have come moderately far with LWJGL (Java with OpenGL), but I'd rather use C++ because it's faster if you know what you're doing. I'm glad I have found you because most tutorials on TH-cam are outdated and/or don't explain things very well.
Vena text tutorials are the way to go though.
CAPSLOCK yeah, I know. It's just that my attention span has decreased significantly because of all the modern tech. I own the OpenGL red book though, so if I ever get stuck or something I can read about it.
18:54 it doesn't render triangle to me
this is the first time i understand a subject on coding this clearly. you explanations are simple yet they cover a lot. thank you for making this video, i really appreciate it!
So much anticipation for a single triangle.
@Comlud Cries in a 1000 lines of code
@@jellohunter7981
What is vulkan
@@xrafter another graphics api
@@sagnost
I know this one month i learned a lot
I came to learn OpenGL but I'm so happy you showed us how to fix linking issues. I've done C++ courses and they've never showed us how to debug a linking issue and you made it so clear with the simple Google search.
I actually really liked how you linked everything from scratch just to see what the basic requirements were to get it running.
its so fun learning opengl with harry styles
This is the absolutely best openGL tutorial video!
Nice job man! I had to pause the video a couple of times to keep up, but the reward was an intense feeling of happiness when I saw a simple white triangle appear on screen.
I will definitely be checking out all your other tutorials.
Take care.
did you get a "glfw.lib cannot open" and if you did , how did you fix it?
@@blocksofwater4758 No, but when you get library errors like that there are basically only a few possibilities:
- the .lib file that you downloaded is corrupt or still zipped or stored in a place where the compiler cannot "see" it.
- the compiler is not pointed to the correct files in the project settings
In one of the next tutorials I made the mistake of linking both the dynamic and static libraries, and then the project would not work until I placed rhe .dll file in the project folder.
Btw, Cherno also has an excellent tutorial on the use of libraries in general.
I would recommend you practice by creating a simple library of your own; maybe a simple calculator or some string manipulation functions.
In my experience, the trickiest part of programming is not the programming itself, but setting up the toolchain and the compiler.
More than once I got so frustrated that I left the whole thing for a while.
The subject is a little boring, but it's worth spending some extra time and effort.
What also helps is to compile some simple programs from the command line, rather than using the IDE.
That will give you a better understanding of what is happening under the hood.
Thanks God I have found a person who explained how to "install" OpenGL stuff, how to configure it and it works on my computer! Thank you!
4:55 "Non trivial" Those are the scariest words one can hear while trying to install something and make a tech related thing work.
Well, I just used SDL instead of using 10 small libraries, which is way easier and way easier to set up.
just gotta say, thank you so much for doing all theese tutorials :)
I found your channel just a few months ago and i have learned more about C++ than i would ever have otherwise.
15:19 this is the most helpful thing ive learnt in programming thank you so much
As a linux user I will never understand how devs on windows have the patience to work through this awful tedious setup process. Always takes me back to when I studied computer science at university. I was a hardcore windows user until then. At the first day we got a tutorial how to connect to our accounts via vpn. There were like ~3 pages of screenshots and "click here / click there" descriptions for windows and on the 4th page were a couple of lines to type into your terminal when you're on linux. When I went home I installed linux on the formerly win7 laptop and never looked back.
Anyway: you did a real good job of explaining it all. Respect!
For everyone who is serious about learning OpenGL:
UDPDATE YOUR DRIVERS!!! DO IT!!
and how to do that ???
Go to the site of your graphics card provider and download their latest driver/updater for your gpu.
Strange ! Probably Intel I imagine.
@@TheVopi Intel does cpu only to my knowledge.
@@StarForgers Intel have their own graphics drivers for their onboard graphics that are mostly built in to the motherboards. Intel Graphics
20:25 lmao the subtitle guy gave the patreon of scishow.
I have, no doubt infinite respect for this guy.
Awesome tutorial, straight to the point. You explain everything so clearly, you are saving my life!
I had avoided this series because most tutes spend 15 mins trying to tell me what the difference in a char and an int is or an hour long talk on CALLBACKs. I should have known you would get straight to the point. Look forward to finishing this series and get up to date on what all is happening now with OpenGL. Thanks for all you do and I wish you success in your endeavors.
Your clarity is your strength, thank you for the videos Cherno
Dude thank you so much ive been trying to get this running for 3 days and your video had me up and running in 30 minutes
I've haven't had to do this for many years (since I have been working in Unity and Unreal game engines mostly) and I forgot how annoying it was. I used to do these links all the time without even thinking but I never really even understood exactly what it was all doing. All the extra info you provide along the way in this video was very helpful to me. Thanks.
Thank you, thank you, thank you! You are a godsend! I'm trying to get GLFW to work with VS Code, but the tutorials out there right now are few, far between, and often outdated. I was able to use this video to transfer the linking over into VS Code, and after 2 days of struggling with this, it's finally working! Thank you so much
Can you elaborate on how you got it working, please?
I followed this step by step with Visual Studio 2019 and got it working! This is the most success I've ever had with Visual Studio. It's so big and hard to navigate.
mas allá de hacer un triangulo.. aprendí muchas cosas que daba por sentado. Gracias TheCherno!
You are the only one who I was able to create an OpenGL window without any problems and errors.
This video is so great. Thanks for this series!!
I'd just like to thank you for making the process of setting up opengl so simple, while simultaneously learning extremely important aspects of c++ development.
g++ k.cpp -Iincludepath -Llibpath -lglfw3 -lopengl32 -lgdi32
you put your paths after -I and -L as shown above. I for include and L for library. Note that even though it's called libglfw3.a gcc you only need to type -lglfw3 into gcc. This is for the windows 64bit version of glfw. I was stuck on this so hope this helps.
-l:libglfw3.a also works
TheCherno should have 1m subs, not 100k, good job, keep it up
This is looking like it's going to be a great series! can't wait to get stuck in
Really good video! You are the best teacher! I have Webgl in university but was curious to try Opengl, also, these were my first lines of c++ code, thank you!
Keep up the good work man. Thanks for explaining the concepts from Scratch.
I'm following this video series but using Linux, which makes it a bit challenging. But I found that ChatGPT has been very useful to find out how to link the libraries and generally make the triangle appear. I just prompted "how do I draw a triangle with glfw in opengl in C++ under linux" and it gave me what to write (which is the same Yan is describing in the video), and which parameters to use on the compiler.
love your videos mate, keep it up
I just want to say THANK YOU!!! YOU make learning this so easy!! I only wish I would have found you sooner!!
On Linux you don't actually have to compile. Almost every Linux distribution allows to install glfw for development use with a command as simple as apt install glfw-dev or pacman -S glfw.
Don't know about Mac though.
altermetax thanks bro
thanks!
lel, good point. I tried that first with just apt-get install glfw
didn't work so was like fuck it
got cmake and then used make to compile glfw, that was fucking cool to watch :D
On mac just use: `brew install glfw`
If you don't have brew google is your friend also WTF are you doing?
for ubuntu, it's "apt-get install libglfw3 libglfw3-dev"
I love you Cherno, Now I'm taking a Computer Graphics in the Univesity and this saved my life, thnks bro you are awesome
Can't wait for the rest of this tutorial!
Intelligence displays itself by able to explain clearly and simply like Cherno does.
As someone who wants to capitalize off his new free time during the pandemic, this series is amazing.
yeah
I kinda like the keyboard sound in the video. I've never realize it in dev videos. It gives a quite satisfaction.
its really good to create something from scratch, i learned from it, and i need to do it every time i create something, until and unless i master it .. good stuff
I'm really impressed... and so glad your'e doing these videos!! You make things so clear and fun! Respect! \m/
I've been always typing code myself off the screen of a tutorial, you're right, this is the best way to learn.
I'm on Linux and using clang++ and Make, so far removed from the Visual Studio configuration environment on Windows, but you totally demystified linker errors for me with your "welp, let's look for the missing library" approach... I got it up and running in a few minutes as soon as I saw you breeze through those linker errors by just asking, "what library has this function?". Thank you for all you do, Cherno! :)
Thank you dude so much , this the first time I tried something that worked for the first time without any trouble
I just compiled GLFW from source. Awesome!
Very impressed that I did this tutorial and it all works first go!
At around 9:18 you said you’d provide a link to a video about static libraries or whatever. Just thought you could use a notification. Just finding out about your series. Love your work dude!
Awesome video. Greatly and calmy explained complex concepts. Thanks!
Good Work particularly resolving the errors related to dependencies👍🏼.
after coding the triangle, the build works but when I run it, no triangle... what could be the problem?
Make sure you copied the numbers at 18:55 properly.
I had to cast the numbers to GLfloat like this: glVertex2f(GLfloat(-0.5),GLfloat(-0.5));
@@LosfrogerX All you need is : glVertex2f(.5f, .5f); the .5f instead of casting
Had the same issue turns out I had written glEnd; instead of glEnd();
For those using Eclipse CDT C/C++ IDE on Mac OS X
To add include folder to Eclipse
1.) Right Click on your project -> Properties
2.) Navigate to C/C++ General -> Paths and Symbol
3.) At the top change configuration -> [All Configurations]
4.) Under the Languages click on GNU C++
5.) On the right click on Add
i.) Click on workspace if you added the include folder into your project (which you should)
ii.) Click on File System if the include folder is located outside the project directory
6.) Click ok
7.) Apply
Add static library after CMake and make
Part 1 adding the Library
1.) Right Click on your project -> Properties
2.) Navigate to C/C++ General -> Paths and Symbol
3.) At the top change configuration -> [All Configurations]
4.) Click on Libraries
5.) Click on Add
6.) Type in the name of the library WITHOUT 'lib' as a prefix AND '.a' as a suffix. Example if the lib is called 'libglfw3.a' type glfw3.
Part 2 linking the library's location
1.) Right Click on your project -> Properties
2.) Navigate to C/C++ General -> Paths and Symbol
3.) At the top change configuration -> [All Configurations]
4.) Click on Library Paths
5.) On the right click on Add
i.) Click on workspace if you added libglfw3.a into your project (which you should)
ii.) Click on File System if the location of libglfw3.a is located outside the project directory
6.) Click ok
7.) Apply
Add OS X frameworks
1.) Right Click on your project -> Properties
2.) Navigate to C/C++ Build -> Settings
3.) At the top change configuration -> [All Configurations]
4.) Navigate to MacOS X C++ Linker -> Miscellaneous
5.) In the Linker Flags text field add -framework Cocoa -framework OpenGL -framework IOKit -framework CoreVideo
6.) Apply
Thank you Cherno for making this tutorial i look forward to learning OpenGL. Although i honestly would have preferred if you just made a tutorial for linux users on how to install and set up GLFW because i spend several hours trying to figure out how it even works or how to build and install it. Thankfully i used ChatGPT to help me and solve the problems and got the window and triangle to render on screen. Anyway looking forward to the rest of the series. Hopefully nothing else breaks along the way. lol
-_- Everything went over my head. I think things might get clearer as i go down on playlist. Thanks for the video ,Sir!
thanks for making these very helpful videos
this helped clear up a lot of confusion for me. im looking to make minecraft shaders and, like plugins, there's almost nothing simple to start learning it. except shaders are way harder than plugins.
When you play GTA Too much:
14:56
So glad I found this channel!
Followed along, got a triangle on my screen. Thanks Cherno! Really excited for this series
19:43 And! Read the documentation.
Thank you so much for making this video !
Worked flawlessly for me !
For anyone struggling with making the configuration changes on the include, lib directories and getting errors. I tried some solutions on the comments but they didn't work and I checked what does the $(SolutionDir) macro represent. And I figured out that there is another file that holds the project files in it. So, instead of "$(SolutionDir)\Dependencies\GLFW\include" try "$(SolutionDir)\\Dependencies\GLFW\include" (make this for linker also).
You just saved me from hours of headache! Thanks!
Omg I just spent so much time, none of the other comments suggestions were working but this did
all your explanations are so helpful to me. Thank You so much!
Very informative video ... Thanks Cherno !
very good tutorial. Thanks for sharing
Damm mann thiss man 😭⭐
Legitt thanksss a lottttt ⭐
Finally, after 6 hours of searching on forums and different websites with out resoults... I found this video and is still working and with VS '19 :)
I like how he is organized with his videos and playlists.
wow man! you rock! great explaination so far, gonna follow your tutorial till the end for sure!
Yay more game programming!
Can you please finish the java game programming thing?
TheComputerCrafter he won't
CAPSLOCK aww i need to finish the multiplayer server
OpenComputers is better!
@@justred2337, Just Do It! Make ur dreams come true! Nothing is impossible!
Thank you so much for that simple and nice explained
tutorial.
Very clear and useful!
Love the epic background music
On mac : 2 Ways
****************
To build the GLFW library from source, only a few steps are required:
Download and extract the GLFW source code.
Open the Terminal.
cd to the extracted directory.
Type in cmake . hit return.
A Makefile will be created for you.
Type in make, hit return.
After the compilation process, type in sudo make install.
The libraries will be copied to /usr/local/lib/, the header files to /usr/local/include/.
Note: You'll need a compiler suite installed to build software, this would usually be the XCode Command Line Tools package. For this, install and launch XCode from the Store or download the tools from the developer site.
****************
Now if you're comfortable at the command line:
brew install glfw
when compiling with openGL and glfw, use "g++ main.cpp -lglfw" for the most minimalistic build
if you don't have brew google is your best friend
Man... this trick of googling missing dependencies is awesome. Why did not I think of this before?
Thank you man!
how complex the explanation, the hard the thing you are trying to teach, simple is really simple
as said, opengl itself is trash, if you need an ui-api on top
yea, why are you letting yourself into a trash job
opengl is bloatware
x64 is the default
you used 1min to talk about 32bit, meh
My teacher: Took 6h to explain to the whole class how to draw a triangle in about 500 lines of code. (Minimal code he said)
The Cherno: Draw that same triangle in only 43 lines.
4:59
you just hate linux :p
not a single problem, the guide they provided was very clear and easy to understand^^
most distros have it in their package manager tho
It works!! Thank you very much
i don't understand how you are so inteligent, thanks for all