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Dev-C++ undefined reference to "Renderer::textures"

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Ok, I was not sure about posting this, given that I don't have the code available for posting here(it's on an offline PC). But I give it a go since I don't have an answer even after searching the Internet. I can provide you with code but then I'd have to use my iPod as a transport device, which takes ages. But if it's needed I will. My problem is that I have a renderer class which stores in a static vector a collection of Gluint's. These GLuints are for generating textures for objects( I have a method in Renderer which loops through this vector and use glGenTextures(1, Renderer::textures, as a function). In my Object class I have a variable called texture(GLuint) and method for adding it to the Renderers static "texture" vector. In addition I also store it's position in a member variable. But at compile time I get an error saying:"[Linker Error]:undefined reference to 'Renderer::textures'". The thing is, this is not in any way a library... Or is it? EDIT: Here is the code: main.cpp
#include <windows.h>
#include <SDL/SDL.h>
#include <GL/gl.h>
#include <GL/glext.h>

//include Logger
#include <iostream>
#include <vector>
#include <fstream> //for Logger
#include <string>

#include "CLogger.h"
#include "Object.h"
#include "Renderer.h"

//Logger is just my own logger

 
CLogger* Logger = new CLogger(); //new Logger object
Renderer* RenderEngine = new Renderer(); //new renderer object

GLuint texture;

int main(int argc, char* argv[])
{
    Logger->m_nHTMLEnable = 1; //enable HTML
    Logger->filename = "log.html"; 
    Logger->OpenLogFile(); //open/create logfile for writing
    
    Logger->WriteToFile("Starting program...", "blue", true);
    
    Logger->WriteToFile("Starting SDL...", "blue", false);
    if(FAILED(SDL_Init(SDL_INIT_VIDEO)))//if SDL init failed
    {
           Logger->WriteToFile("FAILED!", "red", true);  
           return 1;//quit program
    }else
    {
           Logger->WriteToFile("Success!", "blue", false);
    } 
    
    RenderEngine->SetUp();
    
    Logger->WriteToFile("Setting up textures...", "blue", false);
    glGenTextures(1, &texture);
    glBindTexture(GL_TEXTURE_2D, texture);
    
    SDL_Surface* tex = SDL_LoadBMP("test.bmp");
    SDL_LockSurface(tex);
    
    glTexImage2D(GL_TEXTURE_2D, 0, 3, tex->w, tex->h, 0, GL_BGR, GL_UNSIGNED_BYTE, tex->pixels);
    
    SDL_UnlockSurface(tex);
    SDL_FreeSurface(tex);
    
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    
    
    Logger->WriteToFile("Done!", "blue", false);
    Logger->WriteToFile("Starting rendering...", "blue", false);
    
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    
    glMatrixMode(GL_MODELVIEW); //set current matrix to the modelview matrix
    glLoadIdentity(); //reset the matrix
    
    glBindTexture(GL_TEXTURE_2D, texture);
    glEnable(GL_TEXTURE_2D);
    
    glBegin(GL_QUADS);
           
           glTexCoord2f(0.0f, 0.0f);           
           glVertex2f(-32.0f, 0.0f);
           
           glTexCoord2f(0.0f, 1.0f);
           glVertex2f(-32.0f, 32.0f);
           
           glTexCoord2f(1.0f, 1.0f);
           glVertex2f( 32.0f, 32.0f);
           
           glTexCoord2f(1.0f, 0.0f);
           glVertex2f( 32.0f, 0.0f);
           
    glEnd();
    
    SDL_GL_SwapBuffers();  
    Logger->WriteToFile("Done!", "blue", false);         
    
    while(1)
    {
            SDL_Event event;
            SDL_WaitEvent(&event);
            
            if(event.type == SDL_QUIT) break;
            
            if(event.type == SDL_KEYDOWN)
            {
                  if(event.key.keysym.sym == SDLK_ESCAPE) break;
            }
    }//while(1)
    Logger->WriteToFile("Ending program....", "blue", true);
    delete Logger;
    
    SDL_Quit();
    return 0;
}                          
    

renderer.h
#ifndef RENDERER
#define RENDERER

class Object;

class Renderer
{
      public:
             static std::vector<GLuint*> textures;
             std::vector<Object*> RenderVector;
             
             void SetUp(); //sets up the renderer
             void GenerateTextures(); //generates textures currently in static vector "textures"
             void Render(); //loop through all objects in rendervector and render them
};

#endif

renderer.cpp
#include <GL/gl.h>
#include <SDL/SDL.h>
#include <iostream>
#include <vector>
#include "Object.h"
#include "Renderer.h"


void Renderer::SetUp()
{
    SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
    SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
    SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
    
    SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 8);
    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
    
    SDL_Surface* screen;
    screen = SDL_SetVideoMode(800, 600, 24, SDL_OPENGL| SDL_HWSURFACE); //hardware surface and 24 bits per pixel
    
    glViewport(0, 0, 800, 600); //set up the viewport
    
    glMatrixMode(GL_PROJECTION); //Set current matrix to the projection matrix
    glLoadIdentity(); //reset current matrix
    glOrtho(0.0f, 800.0f, 600.0f, 0.0f, 0.0f, -2.0f); //Orthographic projection
    
    glClearColor(0.0f, 0.0f, 0.0f, 0.0f); //Set up clearscreen color
    glClearDepth(2.0f); 
    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LEQUAL);
}

void Renderer::GenerateTextures()
{
     //loop through vector
     for(unsigned int i = 0; i < Renderer::textures.size(); ++i)
     {
                  //generate textures
                  glGenTextures(1, Renderer::textures);
     }
}

void Renderer::Render()
{
     for(unsigned int i = 0; i < this->RenderVector.size(); ++i)
     {
                  RenderVector->Render();
     }
}

object.h
#ifndef OBJECT_H
#define OBJECT_H

class Object
{
      public:
             GLuint texture; //GLuint to hold texture
             unsigned int nPosition; //Position in Renderers static vector that this object has.
             std::string filename; //image path for this object
             
             void SetToTextureVec(); //sets texture to texturevector and gets position in Renderers static vector
             void SetNewTexture();
             void Render();
             void MakeTexture(); //Assigns a SDL image to the texture thingy 
};

#endif

object.cpp
#include <SDL/SDL.h>
#include <GL/gl.h>
#include <GL/glext.h>
#include <string>
#include <vector>

#include "Renderer.h"
#include "Object.h"

void Object::SetToTextureVec()
{
     Renderer::textures.push_back(this->texture); //push this texture to that list
     this->nPosition = Renderer::textures.size(); //set position to the current length of the vector
}

void Object::SetNewTexture()
{
     this->texture = Renderer::textures[this->nPosition]; //assign newly generated texture to this texture
}
     
     
void Object::MakeTexture()
{
     glBindTexture(GL_TEXTURE_2D, this->texture);
     
     SDL_Surface* tex = SDL_LoadBMP(this->filename.c_str()); //load image
     SDL_LockSurface(tex);
     
     glTexImage2D(GL_TEXTURE_2D, 0, 3, tex->w, tex->h, 0, GL_BGR, GL_UNSIGNED_BYTE, tex->pixels);
     
     SDL_UnlockSurface(tex);
     SDL_FreeSurface(tex);
     
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}

Thanks a thousand years in advance!

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Well I looked through the code, but there's a lot there so I didn't look through all of it so I may have missed it, but what I didn't find was a line that looked like:

std::vector<GLuint*> Renderer::textures(0); //or whatever else you want to initalize it to.

You have to initialize static members in a manner like that. I may be wrong, you may have it, but I tried a little bit of your code out and I got the exact same error. But when I put that line in after defining the Renderer class, the error went away and it compiled.

Good luck. **crosses fingers hoping answer sounded smart**

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