probles loding bmp

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1 comment, last by ajp17th 20 years, 4 months ago
Im kinda new to openGL, an could do with some help. I am trying to create a simple program that can load a bmp and attatch it to a flat serface for display, later i wish to build this into a bigger program for a game im making. Every time i try to create the program i get the two following errors:- *bmploader.obj : error LNK2001: unresolved external symbol _auxDIBImageLoadA@4 *Debug/bmp_loader.exe : fatal error LNK1120: 1 unresolved externals Bellow is the code that im usin, if anyone could help it would be greatly appreciated. thx #include <windows.h> #include <GL/gl.h> #include <GL/glu.h> #include <gl/glut.h> #include <gl/glaux.h> #include <stdio.h> GLuint texture[1]; AUX_RGBImageRec *LoadBMP(char *Filename) // Loads A Bitmap Image { FILE *File=NULL; // File Handle if (!Filename) // Make Sure A Filename Was Given { return NULL; // If Not Return NULL } File=fopen(Filename,"r"); // Check To See If The File Exists if (File) // Does The File Exist? { fclose(File); // Close The Handle return auxDIBImageLoad(Filename); // Load The Bitmap And Return A Pointer } return NULL; // If Load Failed Return NULL } int LoadGLTextures() // Load Bitmaps And Convert To Textures { int Status=FALSE; // Status Indicator AUX_RGBImageRec *TextureImage[1]; // Create Storage Space For The Texture memset(TextureImage,0,sizeof(void *)*1); // Set The Pointer To NULL if (TextureImage[0]=LoadBMP("NeHe.bmp")) // Load The Bitmap, Check For Errors, If Bitmap''s Not Found Quit { Status=TRUE; // Set The Status To TRUE glGenTextures(1, &texture[0]); // Create The Texture glBindTexture(GL_TEXTURE_2D, texture[0]); // Typical Texture Generation Using Data From The Bitmap glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data); // Generate The Texture glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); // Linear Filtering glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // Linear Filtering } if (TextureImage[0]) // If Texture Exists { if (TextureImage[0]->data) // If Texture Image Exists { free(TextureImage[0]->data); // Free The Texture Image Memory } free(TextureImage[0]); // Free The Image Structure } return Status; // Return The Status } int myinit(GLvoid) { if (!LoadGLTextures()) // Jump To Texture Loading Routine ( NEW ) { return FALSE; // If Texture Didn''t Load Return FALSE ( NEW ) } glEnable(GL_TEXTURE_2D); // Enable Texture Mapping ( NEW ) glShadeModel(GL_SMOOTH); // Enable Smooth Shading glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background glClearDepth(1.0f); // Depth Buffer Setup glEnable(GL_DEPTH_TEST); // Enables Depth Testing glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations glColor3f(0.0f, 0.0f, 0.0f); glPointSize(4.0); glMatrixMode(GL_PROJECTION); gluOrtho2D(0.0, 800.0, 0.0, 600.0); return TRUE; // Initialization Went OK } int maindisplay(GLvoid) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer glLoadIdentity(); // Reset The View glTranslatef(0.0f,0.0f,-5.0f); glBindTexture(GL_TEXTURE_2D, texture[0]); glBegin(GL_QUADS); // Front Face glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); glEnd(); return TRUE; // Keep Going } void main (int argc, char** argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB); glutInitWindowSize(800, 600); //declares window size glutInitWindowPosition(100, 100); //declares x , y coordinates for starting position of window glutCreateWindow("cube"); //title for window //glutDisplayFunc(maindisplay); maindisplay(); myinit(); glutMainLoop(); }
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You need to make sure that you link with whatever library or whatever contains auxDIBImageLoad.

Searching online, I believe you just need to link with glaux.lib and you should be set.
ta for the help worked straight off hehe sooo simple doh thx loads

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