Can't find gl/glaux.h!

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24 comments, last by GameDev.net 18 years, 5 months ago
Ok, I think that may have worked. At least as far as getting the header file in the compiler. Of course now I have a slew of link errors. I'm thinking these are probably just syntax errors, but could anyone look at these and tell me if their not a warning that I'm still possibly missing something else:

[Linker error] undefined reference to `glViewport@16'
[Linker error] undefined reference to `glMatrixMode@4'
[Linker error] undefined reference to `glLoadIdentity@0'
[Linker error] undefined reference to `gluPerspective@32'
[Linker error] undefined reference to `glMatrixMode@4'
[Linker error] undefined reference to `glLoadIdentity@0'
[Linker error] undefined reference to `glShadeModel@4'
[Linker error] undefined reference to `glClearColor@16'
[Linker error] undefined reference to `glClearDepth@8'
[Linker error] undefined reference to `glEnable@4'
[Linker error] undefined reference to `glDepthFunc@4'
[Linker error] undefined reference to `glHint@8'
[Linker error] undefined reference to `glClear@4'
[Linker error] undefined reference to `glLoadIdentity@0'
[Linker error] undefined reference to `wglMakeCurrent@8'
[Linker error] undefined reference to `wglDeleteContext@4'
[Linker error] undefined reference to `ChoosePixelFormat@8'
[Linker error] undefined reference to `SetPixelFormat@12'
[Linker error] undefined reference to `wglCreateContext@4'
[Linker error] undefined reference to `wglMakeCurrent@8'
[Linker error] undefined reference to `SwapBuffers@4'
ld returned 1 exit status

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Did you linked your project with opengl32.lib ?
- Iliak -
[ ArcEngine: An open source .Net gaming framework ]
[ Dungeon Eye: An open source remake of Eye of the Beholder II ]
Ok. Usually when you get undefined references you're missing links to certain libraries.

Go into Dev-C++ and create a new project. When you're asked to choose the type of project click on the multimedia tab and then select the OpenGL image. Type in your project name, select your language and save the .dev file. Once you've done that you should be able to see the files that are in your project in a toolbar to the left. Open up the drop-down list by clicking on the '+' symbol and then remove the main.cpp file that's in there by default using the right-click menu. Now right click on the name of your project in the left toolbar and click on 'Add to Project'. Select the files you want adding and then go to Project->Project Options. Once you're in there click on the 'Parameters' tab. In the leftern most box you'll see a box titled 'Linker' that should have '-lopengl32' by default. Add in '-lglu32' and '-lglaux' into that box. You've now linked the glu32 and glaux library files, aswell as the opengl32 library which was in there by default. Try compiling your program again.
Ok this was as far as I got to in your instructions:

"Once you're in there click on the 'Parameters' tab. In the leftern most box you'll see a box titled 'Linker' that should have '-lopengl32' by default. Add in '-lglu32' and '-lglaux' into that box"

I opened the parameters tab but all I got was a pop-up with 2 boxes one that said "Enter parameters to pass to your program" and another that just said "Host Application". I didn't see anything about 'Linker'? But the previous instructions brought my errors down considerably. Now I'm just down to this:


[Linker error] undefined reference to `WinMain@16'
ld returned 1 exit status
C:\Dev-Cpp\Makefile.win [Build Error] [test.exe] Error 1
Can I see your code please?
#include <windows.h> // Header File For Windows
#include <gl\gl.h> // Header File For The OpenGL32 Library
#include <gl\glu.h> // Header File For The GLu32 Library
#include <gl\glaux.h> // Header File For The GLaux Library


HGLRC hRC=NULL; // Permanent Rendering Context
HDC hDC=NULL; // Private GDI Device Context
HWND hWnd=NULL; // Holds Our Window Handle
HINSTANCE hInstance; // Holds The Instance Of The Application

bool keys[256]; // Array Used For The Keyboard Routine
bool active=TRUE; // Window Active Flag Set To TRUE By Default
bool fullscreen=TRUE; // Fullscreen Flag Set To Fullscreen Mode By Default

LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc

GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window
{
if (height==0) // Prevent A Divide By Zero By
{
height=1; // Making Height Equal One
}

glViewport(0, 0, width, height); // Reset The Current Viewport

glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
glLoadIdentity(); // Reset The Projection Matrix

// Calculate The Aspect Ratio Of The Window
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);

glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity(); // Reset The Modelview Matrix
}

int InitGL(GLvoid) // All Setup For OpenGL Goes Here
{
glShadeModel(GL_SMOOTH); // Enables Smooth Shading
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background
glClearDepth(1.0f); // Depth Buffer Setup
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glDepthFunc(GL_LEQUAL); // The Type Of Depth Test To Do
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
return TRUE; // Initialization Went OK
}

int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
glLoadIdentity(); // Reset The Current Modelview Matrix
return TRUE; // Everything Went OK
}

GLvoid KillGLWindow(GLvoid) // Properly Kill The Window
{

if (fullscreen) // Are We In Fullscreen Mode?
{
ChangeDisplaySettings(NULL,0); // If So Switch Back To The Desktop
ShowCursor(TRUE); // Show Mouse Pointer
}
if (hRC) // Do We Have A Rendering Context?
{
if (!wglMakeCurrent(NULL,NULL)) // Are We Able To Release The DC And RC Contexts?
{
MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
}
if (!wglDeleteContext(hRC)) // Are We Able To Delete The RC?
{
MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
}
hRC=NULL; // Set RC To NULL
}

if (hDC && !ReleaseDC(hWnd,hDC)) // Are We Able To Release The DC
{
MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hDC=NULL; // Set DC To NULL
}

if (hWnd && !DestroyWindow(hWnd)) // Are We Able To Destroy The Window?
{
MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hWnd=NULL; // Set hWnd To NULL
}

if (!UnregisterClass("OpenGL",hInstance)) // Are We Able To Unregister Class
{
MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hInstance=NULL; // Set hInstance To NULL
}
}
BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
{

GLuint PixelFormat; // Holds The Results After Searching For A Match
WNDCLASS wc; // Windows Class Structure
DWORD dwExstyle; // Window Extended style
DWORD dwstyle; // Window style
RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values
WindowRect.left=(long)0; // Set Left Value To 0
WindowRect.right=(long)width; // Set Right Value To Requested Width
WindowRect.top=(long)0; // Set Top Value To 0
WindowRect.bottom=(long)height; // Set Bottom Value To Requested Height
fullscreen=fullscreenflag; // Set The Global Fullscreen Flag
hInstance = GetModuleHandle(NULL); // Grab An Instance For Our Window
wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw On Move, And Own DC For Window
wc.lpfnWndProc = (WNDPROC) WndProc; // WndProc Handles Messages
wc.cbClsExtra = 0; // No Extra Window Data
wc.cbWndExtra = 0; // No Extra Window Data
wc.hInstance = hInstance; // Set The Instance
wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); // Load The Default Icon
wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load The Arrow Pointer
wc.hbrBackground = NULL; // No Background Required For GL
wc.lpszMenuName = NULL; // We Don't Want A Menu
wc.lpszClassName = "OpenGL"; // Set The Class Name
if (!RegisterClass(&wc)) // Attempt To Register The Window Class
{
MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Exit And Return FALSE
}
if (fullscreen) // Attempt Fullscreen Mode?
{
DEVMODE dmScreenSettings; // Device Mode
memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes Sure Memory's Cleared
dmScreenSettings.dmSize=sizeof(dmScreenSettings); // Size Of The Devmode Structure
dmScreenSettings.dmPelsWidth = width; // Selected Screen Width
dmScreenSettings.dmPelsHeight = height; // Selected Screen Height
dmScreenSettings.dmBitsPerPel = bits; // Selected Bits Per Pixel
dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;

// Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
{
// If The Mode Fails, Offer Two Options. Quit Or Run In A Window.
if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
{

fullscreen=FALSE; // Select Windowed Mode (Fullscreen=FALSE)
}
else
{
// Pop Up A Message Box Letting User Know The Program Is Closing. MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
return FALSE; // Exit And Return FALSE
}
}
}
if (fullscreen) // Are We Still In Fullscreen Mode?
{
dwExstyle=WS_EX_APPWINDOW; // Window Extended style
dwstyle=WS_POPUP; // Windows style
ShowCursor(FALSE); // Hide Mouse Pointer
}
else
{
dwExstyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window Extended style
dwstyle=WS_OVERLAPPEDWINDOW; // Windows style
}
AdjustWindowRectEx(&WindowRect, dwstyle, FALSE, dwExstyle); // Adjust Window To True Requested Size

if (!(hWnd=CreateWindowEx( dwExstyle, // Extended style For The Window
"OpenGL", // Class Name
title, // Window Title
WS_CLIPSIBLINGS | // Required Window style
WS_CLIPCHILDREN | // Required Window style
dwstyle, // Selected Window style
0, 0, // Window Position
WindowRect.right-WindowRect.left, // Calculate Adjusted Window Width
WindowRect.bottom-WindowRect.top, // Calculate Adjusted Window Height
NULL, // No Parent Window
NULL, // No Menu
hInstance, // Instance
NULL))) // Don't Pass Anything To WM_CREATE


{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}

static PIXELFORMATDESCRIPTOR pfd= // pfd Tells Windows How We Want Things To Be
{
sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
1, // Version Number
PFD_DRAW_TO_WINDOW | // Format Must Support Window
PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
PFD_DOUBLEBUFFER, // Must Support Double Buffering
PFD_TYPE_RGBA, // Request An RGBA Format
bits, // Select Our Color Depth
0, 0, 0, 0, 0, 0, // Color Bits Ignored
0, // No Alpha Buffer
0, // Shift Bit Ignored
0, // No Accumulation Buffer
0, 0, 0, 0, // Accumulation Bits Ignored
16, // 16Bit Z-Buffer (Depth Buffer)
0, // No Stencil Buffer
0, // No Auxiliary Buffer
PFD_MAIN_PLANE, // Main Drawing Layer
0, // Reserved
0, 0, 0 // Layer Masks Ignored
};

if (!(hDC=GetDC(hWnd))) // Did We Get A Device Context?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}

if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) // Did Windows Find A Matching Pixel Format?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}

if(!SetPixelFormat(hDC,PixelFormat,&pfd)) // Are We Able To Set The Pixel Format?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}

if (!(hRC=wglCreateContext(hDC))) // Are We Able To Get A Rendering Context?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}

if(!wglMakeCurrent(hDC,hRC)) // Try To Activate The Rendering Context
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}

ShowWindow(hWnd,SW_SHOW); // Show The Window
SetForegroundWindow(hWnd); // Slightly Higher Priority
SetFocus(hWnd); // Sets Keyboard Focus To The Window
ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen

if (!InitGL()) // Initialize Our Newly Created GL Window
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}

return TRUE; // Success
}

LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window
UINT uMsg, // Message For This Window
WPARAM wParam, // Additional Message Information
LPARAM lParam) // Additional Message Information
{

switch (uMsg) // Check For Windows Messages
{
case WM_ACTIVATE: // Watch For Window Activate Message
{
if (!HIWORD(wParam)) // Check Minimization State
{
active=TRUE; // Program Is Active
}
else
{
active=FALSE; // Program Is No Longer Active
}

return 0; // Return To The Message Loop
}
case WM_SYSCOMMAND: // Intercept System Commands
{
switch (wParam) // Check System Calls
{
case SC_SCREENSAVE: // Screensaver Trying To Start?
case SC_MONITORPOWER: // Monitor Trying To Enter Powersave?
return 0; // Prevent From Happening
}
break; // Exit
}

case WM_CLOSE: // Did We Receive A Close Message?
{
PostQuitMessage(0); // Send A Quit Message
return 0; // Jump Back
}

case WM_KEYDOWN: // Is A Key Being Held Down?
{
keys[wParam] = TRUE; // If So, Mark It As TRUE
return 0; // Jump Back
}

case WM_KEYUP: // Has A Key Been Released?
{
keys[wParam] = FALSE; // If So, Mark It As FALSE
return 0; // Jump Back
}

case WM_SIZE: // Resize The OpenGL Window
{
ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height
return 0; // Jump Back
}
}
// Pass All Unhandled Messages To DefWindowProc
return DefWindowProc(hWnd,uMsg,wParam,lParam);
}

int WINAPI WinMain( HINSTANCE hInstance, // Instance
HINSTANCE hPrevInstance, // Previous Instance
LPSTR lpCmdLine, // Command Line Parameters
int nCmdShow) // Window Show State
{

MSG msg; // Windows Message Structure
BOOL done=FALSE; // Bool Variable To Exit Loop

// Ask The User Which Screen Mode They Prefer
if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
{
fullscreen=FALSE; // Windowed Mode
}

// Create Our OpenGL Window
if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))
{
return 0; // Quit If Window Was Not Created
}

while(!done) // Loop That Runs Until done=TRUE
{
if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is There A Message Waiting?
{
if (msg.message==WM_QUIT) // Have We Received A Quit Message?
{
done=TRUE; // If So done=TRUE
}
else // If Not, Deal With Window Messages
{
TranslateMessage(&msg); // Translate The Message
DispatchMessage(&msg); // Dispatch The Message
}
}
else // If There Are No Messages
{
// Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene()
if (active) // Program Active?
{
if (keys[VK_ESCAPE]) // Was ESC Pressed?
{
done=TRUE; // ESC Signalled A Quit
}
else // Not Time To Quit, Update Screen
{
DrawGLScene(); // Draw The Scene
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
}
}

if (keys[VK_F1]) // Is F1 Being Pressed?
{
keys[VK_F1]=FALSE; // If So Make Key FALSE
KillGLWindow(); // Kill Our Current Window
fullscreen=!fullscreen; // Toggle Fullscreen / Windowed Mode
// Recreate Our OpenGL Window
if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))
{
return 0; // Quit If Window Was Not Created
}
}
}
}
}





When included the gl-headers like this:
#include <gl\gl.h> // Header File For The OpenGL32 Library
#include <gl\glu.h> // Header File For The GLu32 Library
#include <gl\glaux.h> // Header File For The GLaux Library
Then they shall be in your IDE's include directory in the folder named "gl".

The macro: #include
When using the '<','>' the pre-compiler looks in the IDE's include dir.
When using the "," the pre-compiler looks in the additional include dir you specifyed in your IDE settings.

Have you solved it yet?
Its obvious your new to c/c++ development. i don't mean to sound rude or condescending when i say this but here goes anyway.

You don't have enough experience in the language to be working with OpenGL. you may get this compiling with help from people on the forum, but will that really help you in the long run? you've copied and pasted code and had people walk you through how to setup the linker settings for your program. but you will run into another problem tomorrow.

we've all been there, we've all jumped in the deep end and nearly drowned. heres a rope ;)

Go find a good c++ book or tutorial, personally i found the following book useful for learning c++:
http://www.amazon.com/exec/obidos/tg/detail/-/0763718173/qid=1131976499/sr=1-15/ref=sr_1_15/102-8100260-2165705?v=glance&s=books

I tried to do exactly what you are doing, learn c++ along side opengl, but i failed miserably, i gave up after about 2 days, didn't touch c++ again for about 6 months. it was much easier to learn when i wasn't attempting to learn opengl and c++ at the same time ;)

Now, i repeat, i didn't mean that to sound rude, but it had to be said. good luck with learning c++ ;)
Boris The Sneaky Russian
Well... "I don't mean to sound rude" either, but I really don't take you too seriously BorisTSR. First off I look at your user rating and made assumputions (probably like you did) and said to myself: 'This person is probably not a very advanced programmer either. They probably learned a couple things from hanging around forums and say stuff like this to new people to make themself feel like their better at programming then they really are.

As far as claiming I just copied and pasted something... I guess you didn't bother to read that I'm following a tutorial. That should tell you that YES! I'M USING SOMEBODY ELSE'S WORK! So I'm going to have to assume that you don't really read or understand what working from a tutorial means. The only difference between me and someone who does copy and paste is that I'm actually trying to learn the code. So if the syntax is off, blame NeHe or whoever wrote the tutorial.

Yes, your right I'm not the most advanced C++ programmer in the world. But as I've learned from my friend(who is a really advanced programmer) most of the time you start seeing similarities between the langauges and things becoming clearer. I've found this to be true while reading PHP 5 for Dummies. Even though PHP is a scripting language it has a lot in common with C++. Probably the clearest explanation of arrays and loops I've seen are in that book. So maybe you should check it out and see what I'm talking about. Then you might see I do have purpose trying to learn OpenGL.

And yes, I'm not the most familiar with the Dev-C++ IDE. But I have started to learn things I didn't know before from this thread. But I obviously can't learn anything from people like yourself. I'm sorry I asked questions that were supposedly "below" the beginer forum, this my first posting in these forums. But if I can just finish learning how to adjust the Dev Software to work the those tutorials by myself, I'll try to leave "real programmers" like yourself alone.
Guys come on he's learning, give him a break.

As a note, please use the [ source]code goes here[ /source] tags (without the spaces) next time so that your code is readable.

Your code works fine for me with opengl32, glu32 and glaux linked in.

Follow these steps:

Click on the 'Project' button in the toolbar and then go down to 'Project Options'


Click on the 'Parameters' tab


Add in the libraries by following this image


Good luck :-).

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