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arbuckle911

Can't compile GLSLProgram (more ogl programming book)

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I have included glee.lib in the project and I have taken the source right off the downloadable CD. I get the following errors when compiling.
Compiling...
GLSLProgram.cpp
 (24) : error C3861: 'glCreateProgram': identifier not found, even with argument-dependent lookup
 (30) : error C3861: 'glCreateProgram': identifier not found, even with argument-dependent lookup
 (41) : error C3861: 'glCreateProgram': identifier not found, even with argument-dependent lookup
 (59) : error C3861: 'glDeleteProgram': identifier not found, even with argument-dependent lookup
 (74) : error C3861: 'glGetProgramInfoLog': identifier not found, even with argument-dependent lookup
 (82) : error C3861: 'glValidateProgram': identifier not found, even with argument-dependent lookup
 (95) : error C3861: 'glGetProgramiv': identifier not found, even with argument-dependent lookup
 (100) : error C3861: 'glAttachShader': identifier not found, even with argument-dependent lookup
 (110) : error C3861: 'glDetachShader': identifier not found, even with argument-dependent lookup
 (123) : error C3861: 'glLinkProgramARB': identifier not found, even with argument-dependent lookup
 (125) : error C3861: 'glGetObjectParameterivARB': identifier not found, even with argument-dependent lookup
 (129) : error C3861: 'glGetInfoLogARB': identifier not found, even with argument-dependent lookup
 (138) : error C3861: 'glUseProgram': identifier not found, even with argument-dependent lookup
 (143) : error C3861: 'glUseProgram': identifier not found, even with argument-dependent lookup
 (148) : error C3861: 'glUniform1f': identifier not found, even with argument-dependent lookup
 (153) : error C3861: 'glUniform2f': identifier not found, even with argument-dependent lookup
 (158) : error C3861: 'glUniform3f': identifier not found, even with argument-dependent lookup
 (164) : error C3861: 'glUniform4f': identifier not found, even with argument-dependent lookup
 (169) : error C3861: 'glUniform1i': identifier not found, even with argument-dependent lookup
 (174) : error C3861: 'glUniform2i': identifier not found, even with argument-dependent lookup
 (179) : error C3861: 'glUniform3i': identifier not found, even with argument-dependent lookup
 (185) : error C3861: 'glUniform4i': identifier not found, even with argument-dependent lookup
 (196) : error C3861: 'glUniformMatrix2fv': identifier not found, even with argument-dependent lookup
 (199) : error C3861: 'glUniformMatrix3fv': identifier not found, even with argument-dependent lookup
 (202) : error C3861: 'glUniformMatrix4fv': identifier not found, even with argument-dependent lookup
 (210) : error C3861: 'glUniform1f': identifier not found, even with argument-dependent lookup
 (215) : error C3861: 'glUniform2f': identifier not found, even with argument-dependent lookup
 (220) : error C3861: 'glUniform3f': identifier not found, even with argument-dependent lookup
 (226) : error C3861: 'glUniform4f': identifier not found, even with argument-dependent lookup
 (231) : error C3861: 'glUniform1i': identifier not found, even with argument-dependent lookup
 (236) : error C3861: 'glUniform2i': identifier not found, even with argument-dependent lookup
 (241) : error C3861: 'glUniform3i': identifier not found, even with argument-dependent lookup
 (247) : error C3861: 'glUniform4i': identifier not found, even with argument-dependent lookup
 (256) : error C3861: 'glUniformMatrix2fv': identifier not found, even with argument-dependent lookup
 (259) : error C3861: 'glUniformMatrix3fv': identifier not found, even with argument-dependent lookup
 (262) : error C3861: 'glUniformMatrix4fv': identifier not found, even with argument-dependent lookup
 (269) : error C3861: 'glGetUniformLocation': identifier not found, even with argument-dependent lookup
 (274) : error C3861: 'glBindAttribLocation': identifier not found, even with argument-dependent lookup
 (279) : error C3861: 'glGetAttribLocation': identifier not found, even with argument-dependent lookup
 (290) : error C3861: 'glGetActiveAttrib': identifier not found, even with argument-dependent lookup
 (306) : error C3861: 'glGetActiveUniform': identifier not found, even with argument-dependent lookup
 (320) : error C3861: 'glGetAttachedShaders': identifier not found, even with argument-dependent lookup
 (352) : error C3861: 'glGetUniformLocation': identifier not found, even with argument-dependent lookup
GLSLShader.cpp
  (23) : error C3861: 'glCreateShader': identifier not found, even with argument-dependent lookup
  (27) : error C3861: 'glShaderSource': identifier not found, even with argument-dependent lookup
  (34) : error C3861: 'glGetObjectParameterivARB': identifier not found, even with argument-dependent lookup
  (38) : error C3861: 'glGetInfoLogARB': identifier not found, even with argument-dependent lookup
  (49) : error C3861: 'glCreateShader': identifier not found, even with argument-dependent lookup
  (57) : error C3861: 'glDeleteShader': identifier not found, even with argument-dependent lookup
  (64) : error C3861: 'glCompileShader': identifier not found, even with argument-dependent lookup
  (82) : error C3861: 'glGetShaderInfoLog': identifier not found, even with argument-dependent lookup
  (95) : error C3861: 'glGetShaderSource': identifier not found, even with argument-dependent lookup
  (106) : error C3861: 'glGetShaderiv': identifier not found, even with argument-dependent lookup
  (112) : error C3861: 'glShaderSource': identifier not found, even with argument-dependent lookup
Generating Code...
Compiling...
Win32.cpp
Generating Code...
Compiling...
App.cpp
Generating Code...

I've compiled this before, but what really has me wondering is the fact that the glsl files aren't included or used anywhere in the currect project yet...is it possible that other files could be getting in the way...even if they have nothing to do with shaders?

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It's GLee :)
Given I'm the monkey who wrote the GLSL chapter and the class he is trying to compile I'm intrested as to why it didn't compile...

The lack of header file shouldn't be a problem as I make all my cpp files 'self contained' (and it should explode on 'lack of header' before then.

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It's very strange, I still haven't gotten it to go, and I love that shader class, I use it all the time. I'm going to create a new project and compile the GLSL shader class first, then slowly re-include everything until it stops compiling. I'll let you know once I figure it out. I guess you could consider this post as asking (more generally) "Is there any setting/other include/other lib etc. that culd prevent another from copmpiling like that?"

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