Reputation: 53
I'm trying to run the example code from https://www.lwjgl.org/guide on macOS Big Sur 11.6 (Apple M1 chip). I imported all of the necessary libraries and wrote -XstartOnFirstThread
in VM options and got this error:
[LWJGL] Failed to load a library. Possible solutions:
a) Add the directory that contains the shared library to -Djava.library.path or -Dorg.lwjgl.librarypath.
b) Add the JAR that contains the shared library to the classpath.
[LWJGL] Enable debug mode with -Dorg.lwjgl.util.Debug=true for better diagnostics.
[LWJGL] Enable the SharedLibraryLoader debug mode with -Dorg.lwjgl.util.DebugLoader=true for better diagnostics.
Exception in thread "main" java.lang.UnsatisfiedLinkError: Failed to locate library: liblwjgl.dylib
at org.lwjgl.system.Library.loadSystem(Library.java:162)
at org.lwjgl.system.Library.loadSystem(Library.java:62)
at org.lwjgl.system.Library.<clinit>(Library.java:50)
at org.lwjgl.system.MemoryUtil.<clinit>(MemoryUtil.java:97)
at org.lwjgl.system.Pointer$Default.<clinit>(Pointer.java:67)
at org.lwjgl.system.Callback.<clinit>(Callback.java:41)
at com.company.HelloWorld.init(HelloWorld.java:38)
at com.company.HelloWorld.run(HelloWorld.java:23)
at com.company.HelloWorld.main(HelloWorld.java:113)
I've tried manually extracting natives from other jars to a separate "native/" folder in the project folder and passing -Dorg.lwjgl.librarypath=native
as a VM option but it changed absolutely nothing. I don't know if I should add the "native/" folder to libraries but it also seems to have no impact on the result.
Here is the example code from the LWJGL website:
package com.company;
import org.lwjgl.*;
import org.lwjgl.glfw.*;
import org.lwjgl.opengl.*;
import org.lwjgl.system.*;
import java.nio.*;
import static org.lwjgl.glfw.Callbacks.*;
import static org.lwjgl.glfw.GLFW.*;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.system.MemoryStack.*;
import static org.lwjgl.system.MemoryUtil.*;
public class HelloWorld {
// The window handle
private long window;
public void run() {
System.out.println("Hello LWJGL " + Version.getVersion() + "!");
init();
loop();
// Free the window callbacks and destroy the window
glfwFreeCallbacks(window);
glfwDestroyWindow(window);
// Terminate GLFW and free the error callback
glfwTerminate();
glfwSetErrorCallback(null).free();
}
private void init() {
// Setup an error callback. The default implementation
// will print the error message in System.err.
GLFWErrorCallback.createPrint(System.err).set();
// Initialize GLFW. Most GLFW functions will not work before doing this.
if ( !glfwInit() )
throw new IllegalStateException("Unable to initialize GLFW");
// Configure GLFW
glfwDefaultWindowHints(); // optional, the current window hints are already the default
glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); // the window will stay hidden after creation
glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE); // the window will be resizable
// Create the window
window = glfwCreateWindow(300, 300, "Hello World!", NULL, NULL);
if ( window == NULL )
throw new RuntimeException("Failed to create the GLFW window");
// Setup a key callback. It will be called every time a key is pressed, repeated or released.
glfwSetKeyCallback(window, (window, key, scancode, action, mods) -> {
if ( key == GLFW_KEY_ESCAPE && action == GLFW_RELEASE )
glfwSetWindowShouldClose(window, true); // We will detect this in the rendering loop
});
// Get the thread stack and push a new frame
try ( MemoryStack stack = stackPush() ) {
IntBuffer pWidth = stack.mallocInt(1); // int*
IntBuffer pHeight = stack.mallocInt(1); // int*
// Get the window size passed to glfwCreateWindow
glfwGetWindowSize(window, pWidth, pHeight);
// Get the resolution of the primary monitor
GLFWVidMode vidmode = glfwGetVideoMode(glfwGetPrimaryMonitor());
// Center the window
glfwSetWindowPos(
window,
(vidmode.width() - pWidth.get(0)) / 2,
(vidmode.height() - pHeight.get(0)) / 2
);
} // the stack frame is popped automatically
// Make the OpenGL context current
glfwMakeContextCurrent(window);
// Enable v-sync
glfwSwapInterval(1);
// Make the window visible
glfwShowWindow(window);
}
private void loop() {
// This line is critical for LWJGL's interoperation with GLFW's
// OpenGL context, or any context that is managed externally.
// LWJGL detects the context that is current in the current thread,
// creates the GLCapabilities instance and makes the OpenGL
// bindings available for use.
GL.createCapabilities();
// Set the clear color
glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
// Run the rendering loop until the user has attempted to close
// the window or has pressed the ESCAPE key.
while ( !glfwWindowShouldClose(window) ) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear the framebuffer
glfwSwapBuffers(window); // swap the color buffers
// Poll for window events. The key callback above will only be
// invoked during this call.
glfwPollEvents();
}
}
public static void main(String[] args) {
new HelloWorld().run();
}
}
jars:
lwjgl-assimp-javadoc.jar lwjgl-nanovg-sources.jar lwjgl-par-javadoc.jar
lwjgl-assimp-sources.jar lwjgl-nanovg.jar lwjgl-par-sources.jar
lwjgl-assimp.jar lwjgl-nuklear-javadoc.jar lwjgl-par.jar
lwjgl-bgfx-javadoc.jar lwjgl-nuklear-sources.jar lwjgl-sources.jar
lwjgl-bgfx-sources.jar lwjgl-nuklear.jar lwjgl-stb-javadoc.jar
lwjgl-bgfx.jar lwjgl-openal-javadoc.jar lwjgl-stb-sources.jar
lwjgl-glfw-javadoc.jar lwjgl-openal-sources.jar lwjgl-stb.jar
lwjgl-glfw-sources.jar lwjgl-openal.jar lwjgl-vulkan-javadoc.jar
lwjgl-glfw.jar lwjgl-opengl-javadoc.jar lwjgl-vulkan-sources.jar
lwjgl-javadoc.jar lwjgl-opengl-sources.jar lwjgl-vulkan.jar
lwjgl-nanovg-javadoc.jar lwjgl-opengl.jar lwjgl.jar
natives:
lwjgl-assimp-natives-macos.jar lwjgl-natives-macos.jar lwjgl-par-natives-macos.jar
lwjgl-bgfx-natives-macos.jar lwjgl-nuklear-natives-macos.jar lwjgl-stb-natives-macos.jar
lwjgl-glfw-natives-macos.jar lwjgl-openal-natives-macos.jar lwjgl-vulkan-natives-macos.jar
lwjgl-nanovg-natives-macos.jar lwjgl-opengl-natives-macos.jar
(downloaded from https://www.lwjgl.org/customize)
Upvotes: 5
Views: 4760
Reputation: 5797
You selected the wrong natives in the LWJGL customizer for your CPU architecture. You selected macOS x64, however M1 is not x86 but arm. The current* LWJGL release 3.2.3 does not support macOS arm. You have to use the 3.3.0 Early Access version on the LWJGL customizer and then select the macOS arm64 native.
EDIT:
* LWJGL 3.3.0 is already released and hence one does not necessarily need to choose "Early Access" version anymore. Both x64 and arm natives can now be selected in a stable release version of LWJGL.
Upvotes: 5