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New gamer directX - linker issues...

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Hi all. Ive just started getting into directX3d and im part way to drawing a triangle (lol OMG!!!). Well actually, i have already drawn a triangle, and am now in the stages of adding a camera that i can shift around. Anyway... I have just added these lines of code into my program to create my matricies (I think): D3DXMatrixLookAtLH(&m_View, &m_EyePos, &m_TargetPos, &m_UpVector); D3DXMatrixPerspectiveFovLH(&m_Projection, D3DX_PI/4, 500/500, 1, 50); and now I am getting linker errors when I compile: [Linker error] undefined reference to `D3DXMatrixLookAtLH@16' [Linker error] undefined reference to `D3DXMatrixPerspectiveFovLH@20' I have included -ld3d9 and -ld3d9x to the linker (im using dev-C++) and included the relevant header files. What now??? I have no idea.

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to do this you simple tpye in either
#pragma(lib, "d3d9.lib");
#pragma(lib, "d3d9x.lib");

or in the seetings for the project (linker settings as mentioned above)

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I already have already included the d3d9.lib and d3dx9.lib in the linker though...

I thought thats what passing tha commands "-ld3d9" and "-ld3dx9" did? I have copied all the lib files from the dxsdk/lib directory into my devcpp/lib/ directory (header files too) so it is not having trouble finding them.

If this is not how you link the lib files to the linker, can someone please give me a quick tutorial on how to do this using dev-c++?

Im not on my windows machine right now so i cant test that #pragma stuff mentioned up there^^.

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Ok I have include those two "#pragma" commands and I am still getting the exact same errors. Please someone help me!
Here is my code :D

#include <windows.h>
#include <iostream>

#pragma(lib, "d3d9.lib");
#pragma(lib, "d3dx9.lib");

float x,y,z;
DWORD color;

int int_AppRunning = 1;

Prototyping functions so i dont have to put main at the bottom. I like my style

hPreviousInstance, LPSTR lpcmdline, int nCmdShow);
LRESULT CALLBACK OurWindowProcedure(HWND han_Wind,UINT uint_Message,
WPARAM parameter1,LPARAM parameter2);
HWND NewWindow(LPCTSTR str_Title,int int_XPos, int int_YPos,
int int_Width, int int_Height);
LPDIRECT3DDEVICE9 InitializeDevice(HWND han_WindowToBindTo);
void DrawScene(LPDIRECT3DDEVICE9 p_dx_Device, LPDIRECT3DVERTEXBUFFER9 p_dx_VertexBuffer);
void SetUpCamera(LPDIRECT3DDEVICE9 p_dx_Device);

using namespace std;

Entry point for a windows program.

hPreviousInstance, LPSTR lpcmdline, int nCmdShow)
MSG msg_Message;

HWND han_Window = NewWindow("DirectX C++ Tutorial",100,100,500,500);//create our window
LPDIRECT3DDEVICE9 p_Device = InitializeDevice(han_Window);//connect to g-card(device)
LPDIRECT3DVERTEXBUFFER9 p_dx_VB = FillVertices(han_Window, p_Device);//fill verticies
DrawScene(p_Device, p_dx_VB); //draw us a scene
if(PeekMessage(&msg_Message, han_Window, 0, 0, PM_REMOVE))


p_Device->Release(); //free up device
DestroyWindow(han_Window);//empty the memory our window used
return 0;

Creates a new Window

HWND NewWindow(LPCTSTR str_Title,int int_XPos, int int_YPos,
int int_Width, int int_Height)
//a window structure
WNDCLASSEX wnd_Structure;

//fill that structure with goodies lol
wnd_Structure.cbSize = sizeof(WNDCLASSEX); = CS_HREDRAW | CS_VREDRAW;
wnd_Structure.lpfnWndProc = OurWindowProcedure;
wnd_Structure.cbClsExtra = 0;
wnd_Structure.cbWndExtra = 0;
wnd_Structure.hInstance = GetModuleHandle(NULL);
wnd_Structure.hIcon = NULL;
wnd_Structure.hCursor = NULL;
wnd_Structure.hbrBackground = GetSysColorBrush(COLOR_BTNFACE);
wnd_Structure.lpszMenuName = NULL;
wnd_Structure.lpszClassName = "WindowClassName";
wnd_Structure.hIconSm = LoadIcon(NULL,IDI_APPLICATION);

//register the window

//create the window. This returns a handle to the window (pointer)
return CreateWindowEx(WS_EX_CONTROLPARENT,

Function for handling windows events

LRESULT CALLBACK OurWindowProcedure(HWND han_Wind,UINT uint_Message,
WPARAM parameter1,LPARAM parameter2)

int_AppRunning = 0;
//return default windows procedure. Dont want to process anything @ tha mo
return DefWindowProc(han_Wind,uint_Message,parameter1,parameter2);

Links me program to me graphics card pretty much yo

LPDIRECT3DDEVICE9 InitializeDevice(HWND han_WindowToBindTo)

LPDIRECT3D9 p_dx_Object;
//Try to get an object to find out if directX is installed
p_dx_Object = Direct3DCreate9(D3D_SDK_VERSION);
//If not, warn user!
if (p_dx_Object == NULL)
//Simple message box! this is rad. parameters: handle to window, text, title, and buttons to be displayed
MessageBox(han_WindowToBindTo,"DirectX Runtime library not installed!","InitializeDevice()",MB_OK);
//About to link to device, gotta sort some parameter shit out first.
D3DPRESENT_PARAMETERS dx_PresParams; //device parameter struct

ZeroMemory( &dx_PresParams, sizeof(dx_PresParams) );//clear memory
dx_PresParams.Windowed = TRUE; //dont want full screen...
dx_PresParams.SwapEffect = D3DSWAPEFFECT_DISCARD;
dx_PresParams.BackBufferFormat = D3DFMT_UNKNOWN;

//now we about to link to device
LPDIRECT3DDEVICE9 p_dx_Device; //stores a pointer to our device(this is my g-card WOW!)

//call create device on that object we created up there ^^^ (no not that one) HAHA
!0 if multiple graphic adapters
Have a tru hardware g-card
Window im binding device to
Im gonna do my processing with hardware vertex processor
Pass that thing i created up there, the device linker thing
Memory where to put this stuff

p_dx_Device->SetRenderState(D3DRS_LIGHTING,false);//turn the lights off
//If i didn't have a hardware device (shitty g-card), then link to software emulator
//NOTE: reference device is ALOT slower than hardware. Screw that. - lets hope it works aye =)
if (FAILED(p_dx_Object->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, han_WindowToBindTo, D3DCREATE_HARDWARE_VERTEXPROCESSING, &dx_PresParams, &p_dx_Device)))
if (FAILED(p_dx_Object->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_REF, han_WindowToBindTo, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &dx_PresParams, &p_dx_Device)))
//Something funny is going on, cant even hardware device with software...uhoh
MessageBox(han_WindowToBindTo,"Failed to create even the reference device!","InitializeDevice()",MB_OK);
p_dx_Device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); //turn off 'Culling"
return p_dx_Device; //return pointer to our device

This is going to draw a new screen for us. How kind :D

void DrawScene(LPDIRECT3DDEVICE9 p_dx_Device, LPDIRECT3DVERTEXBUFFER9 p_dx_VertexBuffer)
//Clear the screen to a particular color b4 we draw.
p_dx_Device->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 1.0f, 0);
p_dx_Device->BeginScene();//We're about to draw......

p_dx_Device->SetStreamSource(0, p_dx_VertexBuffer, 0, sizeof(OURCUSTOMVERTEX));
p_dx_Device->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);

p_dx_Device->EndScene();//And we're done drawing now.
p_dx_Device->Present(NULL, NULL, NULL, NULL);//Show us the picture please.

I think this is going to make a triangle using 3 verticies.


cv_Vertices[0].x = 5.0f;
cv_Vertices[0].y = 10.0f;
cv_Vertices[0].z = 0.0f;
cv_Vertices[0].color = 0xffff0000;

cv_Vertices[1].x = 10.0f;
cv_Vertices[1].y = 0.0f;
cv_Vertices[1].z = 0.0f;
cv_Vertices[1].color = 0xff00ff00;

cv_Vertices[2].x = 0.0f;
cv_Vertices[2].y = 0.0f;
cv_Vertices[2].z = 0.0f;
cv_Vertices[2].color = 0xff00ffff;

LPDIRECT3DVERTEXBUFFER9 p_dx_VertexBuffer;//DirectX memory in our g-card
//try to allocate that memory
if (FAILED(p_dx_Device->CreateVertexBuffer(3*sizeof(OURCUSTOMVERTEX), 0, D3DFVF_XYZ|D3DFVF_DIFFUSE, D3DPOOL_DEFAULT, &p_dx_VertexBuffer, NULL)))
MessageBox(han_Window,"Error while creating VertexBuffer",//if it failed display message

VOID* p_Vertices;
//have to lock memory before trying to write to it.
if (FAILED(p_dx_VertexBuffer->Lock(0, 3*sizeof(OURCUSTOMVERTEX), (void**)&p_Vertices, 0)))
MessageBox(han_Window,"Error trying to lock","FillVertices()",MB_OK);
memcpy(p_Vertices, cv_Vertices, 3*sizeof(OURCUSTOMVERTEX));//copy mem
p_dx_VertexBuffer->Unlock();//unlock mem
return p_dx_VertexBuffer; //return vertex buffer

Sets up a camera for us

void SetUpCamera(LPDIRECT3DDEVICE9 p_dx_Device)
D3DXVECTOR3 m_EyePos(0, 0, -30); //pos of camera
D3DXVECTOR3 m_TargetPos(0, 0, 0); //direction
D3DXVECTOR3 m_UpVector(0, 1, 0); //"up" vector for camera
D3DXMATRIXA16 m_View; //matrix representing camera
D3DXMatrixLookAtLH(&m_View, &m_EyePos, &m_TargetPos, &m_UpVector); //create matrx
p_dx_Device->SetTransform(D3DTS_VIEW, &m_View); //pass camera matrix to device

D3DXMATRIX m_Projection; //matrix representing the lens
D3DXMatrixPerspectiveFovLH(&m_Projection, D3DX_PI/4, 500/500, 1, 50);//near plane far plane and lens matrix
p_dx_Device->SetTransform(D3DTS_PROJECTION, &m_Projection);//pass lens matrix to device

And this is what the compiler is doing:

Compiler: Default compiler
Executing g++.exe...
g++.exe "E:\Mashs Shit\programming\FirstProject\main.cpp" -o "E:\Mashs Shit\programming\FirstProject\main.exe" -I"C:\Dev-Cpp\lib\gcc\mingw32\3.4.2\include" -I"C:\Dev-Cpp\include\c++\3.4.2\backward" -I"C:\Dev-Cpp\include\c++\3.4.2\mingw32" -I"C:\Dev-Cpp\include\c++\3.4.2" -I"C:\Dev-Cpp\include" -L"C:\Dev-Cpp\lib" -ld3d9 -ld3dx9
C:\DOCUME~1\DjMa$h\LOCALS~1\Temp/cc4uaaaa.o(.text+0x844):main.cpp: undefined reference to `D3DXMatrixLookAtLH@16'
C:\DOCUME~1\DjMa$h\LOCALS~1\Temp/cc4uaaaa.o(.text+0x8ae):main.cpp: undefined reference to `D3DXMatrixPerspectiveFovLH@20'
collect2: ld returned 1 exit status

Execution terminated

Please please please help me. I have no idea what I am doing wrong. Its a linking error but im linking everything correctly!

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