Jump to content
  • Advertisement
Sign in to follow this  

New gamer directX - linker issues...

This topic is 4260 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

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.

Share this post

Link to post
Share on other sites
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)

Share this post

Link to post
Share on other sites
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^^.

Share this post

Link to post
Share on other sites
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);
wnd_Structure.style = 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!

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!