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## Error when compiling SuperBible samples on mac OSX

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### #1panicq  Members

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Posted 25 July 2014 - 11:38 AM

Hello,

As the title says, I'm trying to compile the samples from the blue superbible on mac, but I get some Linker errors. 27 errors:

Undefined symbols for architecture x86_64:
"sb6IsExtensionSupported(char const*)", referenced from:
sb6::application::run(sb6::application*) in main.o
"sb6::application::app", referenced from:
sb6::application::run(sb6::application*) in main.o
sb6::application::glfw_onResize(int, int) in main.o
sb6::application::glfw_onKey(int, int) in main.o
sb6::application::glfw_onMouseButton(int, int) in main.o
sb6::application::glfw_onMouseMove(int, int) in main.o
sb6::application::glfw_onMouseWheel(int) in main.o
"_gl3wClearBufferfv", referenced from:
MyApplication::render(double) in main.o
"_gl3wDebugMessageCallback", referenced from:
sb6::application::run(sb6::application*) in main.o
"_gl3wDebugMessageCallbackARB", referenced from:
sb6::application::run(sb6::application*) in main.o
"_gl3wEnable", referenced from:
sb6::application::run(sb6::application*) in main.o
"_gl3wInit", referenced from:

Any idea on how I should resolve this ?

Thanks

### #2aregee  Members

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Posted 25 July 2014 - 08:09 PM

Unresolved symbols complaints from the linker almost certainly means that your linker can't find the library for GLFW.  I did answer to a similar thread yesterday where I explained the same, but for a different library.  Luckily for you, I am using GLFW myself in one of my projects.

http://www.gamedev.net/topic/659083-xcode-cant-find-freeglut/

While the question in the thread really is for freeglut, my answer was how GLFW is installed on my machine.  It should be almost the same.  (Given that you have installed GLFW in the same location as me - my installation was pretty much default, so it should work.)

Not sure which version you are using, but if you search for the file 'libglfw.3.0.dylib' (with correct version number), you know which folder to put.

Here is a screen shot that will help a bit more:

Edited by aregee, 25 July 2014 - 08:19 PM.

### #3panicq  Members

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Posted 26 July 2014 - 03:07 PM

What is strange, is that I've correctly link to the lib folder that contains the .dylib, so what I've finaly done is to drag and drope the .dylib file in XCode manually and some errors disappeared. But I have always 9 errors beacause of gl3w...

Undefined symbols for architecture x86_64:
"sb6IsExtensionSupported(char const*)", referenced from:
sb6::application::run(sb6::application*) in main.o
"sb6::application::app", referenced from:
sb6::application::run(sb6::application*) in main.o
sb6::application::glfw_onResize(int, int) in main.o
sb6::application::glfw_onKey(int, int) in main.o
sb6::application::glfw_onMouseButton(int, int) in main.o
sb6::application::glfw_onMouseMove(int, int) in main.o
sb6::application::glfw_onMouseWheel(int) in main.o
"_gl3wClearBufferfv", referenced from:
MyApplication::render(double) in main.o
"_gl3wDebugMessageCallback", referenced from:
sb6::application::run(sb6::application*) in main.o
"_gl3wDebugMessageCallbackARB", referenced from:
sb6::application::run(sb6::application*) in main.o
"_gl3wEnable", referenced from:
sb6::application::run(sb6::application*) in main.o
"_gl3wInit", referenced from:
sb6::application::run(sb6::application*) in main.o
"_gl3wIsSupported", referenced from:
sb6::application::run(sb6::application*) in main.o
clang: error: linker command failed with exit code 1 (use -v to see invocation)

### #4aregee  Members

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Posted 28 July 2014 - 04:01 AM

I wrote the second part first, but thought maybe the first part were worth a try:

1.

Reading around, I see suggestions that the problem may be that you didn't compile GLFW for the right target (see the 'Undefined symbols for architecture x86_64'), that might be your problem, but I can't tell that for sure.

Other than that, this really should work:

2.

Yes, when you dragged the dylib file into the project, you probably added it into "Frameworks"?  You could try to remove (not delete unless it is a copy of the dylib located in your project folder) from the project, and add it as I am describing in point 1 below.

Doing all three below should be enough to make the project work:

This was a bit of hassle, if I remember correctly.  The problem was to access the hidden folders that the library is located in.  In the file open dialog when adding frameworks, you can press SHIFT + CMD + G, and it will pop up the "Go to folder..." dialog box, and you can manually enter the path to the dylib file.  (It is a dylib file in my Framework "group folder", not sure why you need to specify that when you add the path to the library files, or vice versa...)

2. Adding a path to the include files

3. Adding a path to the library file(s)

Those three things, of course after having compiled GLFW, but I assume you have done that already, since you have a dylib file to start with.

Edited by aregee, 28 July 2014 - 04:03 AM.

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