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    • By tj8146
      I am using immediate mode for OpenGL and I am creating a 2D top down car game. I am trying to configure my game loop in order to get my car-like physics working on a square shape. I have working code but it is not doing as I want it to. I am not sure as to whether it is my game loop that is incorrect or my code for the square is incorrect, or maybe both! Could someone help because I have been trying to work this out for over a day now
      I have attached my .cpp file if you wish to run it for yourself.. 
      WinMain code:
      /******************* WIN32 FUNCTIONS ***************************/ 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 Car car; car.x = 220; car.y = 140; car.dx = 0; car.dy = 0; car.ang = 0; AllocConsole(); FILE *stream; freopen_s(&stream, "CONOUT$", "w", stdout); // Create Our OpenGL Window if (!CreateGLWindow("OpenGL Win32 Example",screenWidth,screenHeight)) { return 0; // Quit If Window Was Not Created } while(!done) // Loop That Runs While done=FALSE { 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 break; } else // If Not, Deal With Window Messages { TranslateMessage(&msg); // Translate The Message DispatchMessage(&msg); // Dispatch The Message } } else // If There Are No Messages { if(keys[VK_ESCAPE]) done = true; void processKeys(Car& car); //process keyboard while (game_is_running) { loops = 0; while (GetTickCount() > next_game_tick && loops < MAX_FRAMESKIP) { update(car); // update variables next_game_tick += SKIP_TICKS; loops++; } display(car); // Draw The Scene SwapBuffers(hDC); // Swap Buffers (Double Buffering) } } } // Shutdown KillGLWindow(); // Kill The Window return (int)(msg.wParam); // Exit The Program } //WIN32 Processes function - useful for responding to user inputs or other events. 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_CLOSE: // Did We Receive A Close Message? { PostQuitMessage(0); // Send A Quit Message return 0; // Jump Back } break; case WM_SIZE: // Resize The OpenGL Window { reshape(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height return 0; // Jump Back } break; case WM_LBUTTONDOWN: { mouse_x = LOWORD(lParam); mouse_y = screenHeight - HIWORD(lParam); LeftPressed = true; } break; case WM_LBUTTONUP: { LeftPressed = false; } break; case WM_MOUSEMOVE: { mouse_x = LOWORD(lParam); mouse_y = screenHeight - HIWORD(lParam); } break; case WM_KEYDOWN: // Is A Key Being Held Down? { keys[wParam] = true; // If So, Mark It As TRUE return 0; // Jump Back } break; case WM_KEYUP: // Has A Key Been Released? { keys[wParam] = false; // If So, Mark It As FALSE return 0; // Jump Back } break; } // Pass All Unhandled Messages To DefWindowProc return DefWindowProc(hWnd,uMsg,wParam,lParam); }  
      C++ and OpenGL code:
      int mouse_x=0, mouse_y=0; bool LeftPressed = false; int screenWidth=1080, screenHeight=960; bool keys[256]; float radiansFromDegrees(float deg) { return deg * (M_PI / 180.0f); } float degreesFromRadians(float rad) { return rad / (M_PI / 180.0f); } bool game_is_running = true; const int TICKS_PER_SECOND = 50; const int SKIP_TICKS = 1000 / TICKS_PER_SECOND; const int MAX_FRAMESKIP = 10; DWORD next_game_tick = GetTickCount(); int loops; typedef struct { float x, y; float dx, dy; float ang; }Car; //OPENGL FUNCTION PROTOTYPES void display(const Car& car); //called in winmain to draw everything to the screen void reshape(int width, int height); //called when the window is resized void init(); //called in winmain when the program starts. void processKeys(Car& car); //called in winmain to process keyboard input void update(Car& car); //called in winmain to update variables /************* START OF OPENGL FUNCTIONS ****************/ void display(const Car& car) { const float w = 50.0f; const float h = 50.0f; glClear(GL_COLOR_BUFFER_BIT); glLoadIdentity(); glTranslatef(100, 100, 0); glBegin(GL_POLYGON); glVertex2f(car.x, car.y); glVertex2f(car.x + w, car.y); glVertex2f(car.x + w, car.y + h); glVertex2f(car.x, car.y + h); glEnd(); glFlush(); } void reshape(int width, int height) // Resize the OpenGL window { screenWidth = width; screenHeight = height; // to ensure the mouse coordinates match // we will use these values to set the coordinate system glViewport(0, 0, width, height); // Reset the current viewport glMatrixMode(GL_PROJECTION); // select the projection matrix stack glLoadIdentity(); // reset the top of the projection matrix to an identity matrix gluOrtho2D(0, screenWidth, 0, screenHeight); // set the coordinate system for the window glMatrixMode(GL_MODELVIEW); // Select the modelview matrix stack glLoadIdentity(); // Reset the top of the modelview matrix to an identity matrix } void init() { glClearColor(1.0, 1.0, 0.0, 0.0); //sets the clear colour to yellow //glClear(GL_COLOR_BUFFER_BIT) in the display function //will clear the buffer to this colour. } void processKeys(Car& car) { if (keys[VK_UP]) { float cdx = sinf(radiansFromDegrees(car.ang)); float cdy = -cosf(radiansFromDegrees(car.ang)); car.dx += cdx; car.dy += cdy; } if (keys[VK_DOWN]) { float cdx = sinf(radiansFromDegrees(car.ang)); float cdy = -cosf(radiansFromDegrees(car.ang)); car.dx += -cdx; car.dy += -cdy; } if (keys[VK_LEFT]) { car.ang -= 2; } if (keys[VK_RIGHT]) { car.ang += 2; } } void update(Car& car) { car.x += car.dx*next_game_tick; }  
      game.cpp
    • By tj8146
      I am using immediate mode for OpenGL and I am creating a 2D top down car game. I am trying to configure my game loop in order to get my car-like physics working on a square shape. I have working code but it is not doing as I want it to. I am not sure as to whether it is my game loop that is incorrect or my code for the square is incorrect, or maybe both! Could someone help because I have been trying to work this out for over a day now
      I have attached my .cpp file if you wish to run it for yourself.. 
       
      This is my C++ and OpenGL code:
      int mouse_x=0, mouse_y=0; bool LeftPressed = false; int screenWidth=1080, screenHeight=960; bool keys[256]; float radiansFromDegrees(float deg) { return deg * (M_PI / 180.0f); } float degreesFromRadians(float rad) { return rad / (M_PI / 180.0f); } bool game_is_running = true; const int TICKS_PER_SECOND = 50; const int SKIP_TICKS = 1000 / TICKS_PER_SECOND; const int MAX_FRAMESKIP = 10; DWORD next_game_tick = GetTickCount(); int loops; typedef struct { float x, y; float dx, dy; float ang; }Car; //OPENGL FUNCTION PROTOTYPES void display(const Car& car); //called in winmain to draw everything to the screen void reshape(int width, int height); //called when the window is resized void init(); //called in winmain when the program starts. void processKeys(Car& car); //called in winmain to process keyboard input void update(Car& car); //called in winmain to update variables /************* START OF OPENGL FUNCTIONS ****************/ void display(const Car& car) { const float w = 50.0f; const float h = 50.0f; glClear(GL_COLOR_BUFFER_BIT); glLoadIdentity(); glTranslatef(100, 100, 0); glBegin(GL_POLYGON); glVertex2f(car.x, car.y); glVertex2f(car.x + w, car.y); glVertex2f(car.x + w, car.y + h); glVertex2f(car.x, car.y + h); glEnd(); glFlush(); } void reshape(int width, int height) // Resize the OpenGL window { screenWidth = width; screenHeight = height; // to ensure the mouse coordinates match // we will use these values to set the coordinate system glViewport(0, 0, width, height); // Reset the current viewport glMatrixMode(GL_PROJECTION); // select the projection matrix stack glLoadIdentity(); // reset the top of the projection matrix to an identity matrix gluOrtho2D(0, screenWidth, 0, screenHeight); // set the coordinate system for the window glMatrixMode(GL_MODELVIEW); // Select the modelview matrix stack glLoadIdentity(); // Reset the top of the modelview matrix to an identity matrix } void init() { glClearColor(1.0, 1.0, 0.0, 0.0); //sets the clear colour to yellow //glClear(GL_COLOR_BUFFER_BIT) in the display function //will clear the buffer to this colour. } void processKeys(Car& car) { if (keys[VK_UP]) { float cdx = sinf(radiansFromDegrees(car.ang)); float cdy = -cosf(radiansFromDegrees(car.ang)); car.dx += cdx; car.dy += cdy; } if (keys[VK_DOWN]) { float cdx = sinf(radiansFromDegrees(car.ang)); float cdy = -cosf(radiansFromDegrees(car.ang)); car.dx += -cdx; car.dy += -cdy; } if (keys[VK_LEFT]) { car.ang -= 2; } if (keys[VK_RIGHT]) { car.ang += 2; } } void update(Car& car) { car.x += car.dx*next_game_tick; } My WinMain code:
      /******************* WIN32 FUNCTIONS ***************************/ 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 Car car; car.x = 220; car.y = 140; car.dx = 0; car.dy = 0; car.ang = 0; AllocConsole(); FILE *stream; freopen_s(&stream, "CONOUT$", "w", stdout); // Create Our OpenGL Window if (!CreateGLWindow("OpenGL Win32 Example",screenWidth,screenHeight)) { return 0; // Quit If Window Was Not Created } while(!done) // Loop That Runs While done=FALSE { 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 break; } else // If Not, Deal With Window Messages { TranslateMessage(&msg); // Translate The Message DispatchMessage(&msg); // Dispatch The Message } } else // If There Are No Messages { if(keys[VK_ESCAPE]) done = true; void processKeys(Car& car); //process keyboard while (game_is_running) { loops = 0; while (GetTickCount() > next_game_tick && loops < MAX_FRAMESKIP) { update(car); // update variables next_game_tick += SKIP_TICKS; loops++; } display(car); // Draw The Scene SwapBuffers(hDC); // Swap Buffers (Double Buffering) } } } // Shutdown KillGLWindow(); // Kill The Window return (int)(msg.wParam); // Exit The Program } //WIN32 Processes function - useful for responding to user inputs or other events. 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_CLOSE: // Did We Receive A Close Message? { PostQuitMessage(0); // Send A Quit Message return 0; // Jump Back } break; case WM_SIZE: // Resize The OpenGL Window { reshape(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height return 0; // Jump Back } break; case WM_LBUTTONDOWN: { mouse_x = LOWORD(lParam); mouse_y = screenHeight - HIWORD(lParam); LeftPressed = true; } break; case WM_LBUTTONUP: { LeftPressed = false; } break; case WM_MOUSEMOVE: { mouse_x = LOWORD(lParam); mouse_y = screenHeight - HIWORD(lParam); } break; case WM_KEYDOWN: // Is A Key Being Held Down? { keys[wParam] = true; // If So, Mark It As TRUE return 0; // Jump Back } break; case WM_KEYUP: // Has A Key Been Released? { keys[wParam] = false; // If So, Mark It As FALSE return 0; // Jump Back } break; } // Pass All Unhandled Messages To DefWindowProc return DefWindowProc(hWnd,uMsg,wParam,lParam); }  
      game.cpp
    • By lxjk
      Hi guys,
      There are many ways to do light culling in tile-based shading. I've been playing with this idea for a while, and just want to throw it out there.
      Because tile frustums are general small compared to light radius, I tried using cone test to reduce false positives introduced by commonly used sphere-frustum test.
      On top of that, I use distance to camera rather than depth for near/far test (aka. sliced by spheres).
      This method can be naturally extended to clustered light culling as well.
      The following image shows the general ideas

       
      Performance-wise I get around 15% improvement over sphere-frustum test. You can also see how a single light performs as the following: from left to right (1) standard rendering of a point light; then tiles passed the test of (2) sphere-frustum test; (3) cone test; (4) spherical-sliced cone test
       

       
      I put the details in my blog post (https://lxjk.github.io/2018/03/25/Improve-Tile-based-Light-Culling-with-Spherical-sliced-Cone.html), GLSL source code included!
       
      Eric
    • By Fadey Duh
      Good evening everyone!

      I was wondering if there is something equivalent of  GL_NV_blend_equation_advanced for AMD?
      Basically I'm trying to find more compatible version of it.

      Thank you!
    • By Jens Eckervogt
      Hello guys, 
       
      Please tell me! 
      How do I know? Why does wavefront not show for me?
      I already checked I have non errors yet.
      using OpenTK; using System.Collections.Generic; using System.IO; using System.Text; namespace Tutorial_08.net.sourceskyboxer { public class WaveFrontLoader { private static List<Vector3> inPositions; private static List<Vector2> inTexcoords; private static List<Vector3> inNormals; private static List<float> positions; private static List<float> texcoords; private static List<int> indices; public static RawModel LoadObjModel(string filename, Loader loader) { inPositions = new List<Vector3>(); inTexcoords = new List<Vector2>(); inNormals = new List<Vector3>(); positions = new List<float>(); texcoords = new List<float>(); indices = new List<int>(); int nextIdx = 0; using (var reader = new StreamReader(File.Open("Contents/" + filename + ".obj", FileMode.Open), Encoding.UTF8)) { string line = reader.ReadLine(); int i = reader.Read(); while (true) { string[] currentLine = line.Split(); if (currentLine[0] == "v") { Vector3 pos = new Vector3(float.Parse(currentLine[1]), float.Parse(currentLine[2]), float.Parse(currentLine[3])); inPositions.Add(pos); if (currentLine[1] == "t") { Vector2 tex = new Vector2(float.Parse(currentLine[1]), float.Parse(currentLine[2])); inTexcoords.Add(tex); } if (currentLine[1] == "n") { Vector3 nom = new Vector3(float.Parse(currentLine[1]), float.Parse(currentLine[2]), float.Parse(currentLine[3])); inNormals.Add(nom); } } if (currentLine[0] == "f") { Vector3 pos = inPositions[0]; positions.Add(pos.X); positions.Add(pos.Y); positions.Add(pos.Z); Vector2 tc = inTexcoords[0]; texcoords.Add(tc.X); texcoords.Add(tc.Y); indices.Add(nextIdx); ++nextIdx; } reader.Close(); return loader.loadToVAO(positions.ToArray(), texcoords.ToArray(), indices.ToArray()); } } } } } And It have tried other method but it can't show for me.  I am mad now. Because any OpenTK developers won't help me.
      Please help me how do I fix.

      And my download (mega.nz) should it is original but I tried no success...
      - Add blend source and png file here I have tried tried,.....  
       
      PS: Why is our community not active? I wait very longer. Stop to lie me!
      Thanks !
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OpenGL Linker errors in DevC++ (AARGH)

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Hey all, Trying to get into GL coding, but keep failing miserably. I am currently following the "OpenGL Programming Guide" book, copying tutorials into DevCpp and trying them out. However, they just don't work. Here is the code I've tried #include <GL/glut.h> void display (void) { glColor3f(1.0, 1.0, 1.0); glBegin(GL_POLYGON); glVertex3f(0.25, 0.25, 0.0); glVertex3f(0.75, 0.25, 0.0); glVertex3f(0.75, 0.75, 0.0); glVertex3f(0.25, 0.75, 0.0); glEnd(); glFlush(); } void init (void) { glClearColor(0.0, 0.0, 0.0, 0.0); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0); } int main(int argc, char** argv){ glutInit(&argc, argv); glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB); glutInitWindowSize(250,250); glutInitWindowPosition(100,100); glutCreateWindow("Example 1-2: a white square"); init(); glutDisplayFunc(display); glutMainLoop(); return 0; } And I'm linking with: -lopengl32 -lglu32 I get linker errors. Here is my compile log: Compiler: Default compiler Building Makefile: "D:\Programming\RED BOOK EXAMPLES\1-2 white square\Makefile.win" Executing make clean rm -f square.o Project1.exe gcc.exe -c square.c -o square.o -I"D:/Dev-Cpp/include" gcc.exe square.o -o "Project1.exe" -L"D:/Dev-Cpp/lib" -lopengl32 -lglu32 square.o(.text+0x1c):square.c: undefined reference to `__glutInitWithExit' square.o(.text+0x37):square.c: undefined reference to `__glutCreateWindowWithExit' square.o(.text+0x52):square.c: undefined reference to `__glutCreateMenuWithExit' square.o(.text+0x79):square.c: undefined reference to `_imp__glColor3f' square.o(.text+0x87):square.c: undefined reference to `_imp__glBegin' square.o(.text+0xa8):square.c: undefined reference to `_imp__glVertex3f' square.o(.text+0xc9):square.c: undefined reference to `_imp__glVertex3f' square.o(.text+0xea):square.c: undefined reference to `_imp__glVertex3f' square.o(.text+0x10b):square.c: undefined reference to `_imp__glVertex3f' square.o(.text+0x112):square.c: undefined reference to `_imp__glEnd' square.o(.text+0x119):square.c: undefined reference to `_imp__glFlush' square.o(.text+0x14b):square.c: undefined reference to `_imp__glClearColor' square.o(.text+0x159):square.c: undefined reference to `_imp__glMatrixMode' square.o(.text+0x160):square.c: undefined reference to `_imp__glLoadIdentity' square.o(.text+0x18e):square.c: undefined reference to `_imp__glOrtho' square.o(.text+0x1da):square.c: undefined reference to `glutInitDisplayMode' square.o(.text+0x1ee):square.c: undefined reference to `glutInitWindowSize' square.o(.text+0x202):square.c: undefined reference to `glutInitWindowPosition' square.o(.text+0x21f):square.c: undefined reference to `glutDisplayFunc' square.o(.text+0x224):square.c: undefined reference to `glutMainLoop' collect2: ld returned 1 exit status make.exe: *** [Project1.exe] Error 1 Execution terminated Can someone please help? I'm sure the problem isn't too complicated, I just can't fix it.

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glu and glut are 2 different libraries. You need GLUT too. Never used it, so I don't know where you get it.

Also, DevC++ is an old, abandonned IDE. I suggest you download the free MSVC++ 2005 express edition, or you run MinGW under Code::Blocks instead of DevC++.

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Sorry about that, have edited my lnker options a few times, forgot glut this time. However, still 21 errors


Compiler: Default compiler
Building Makefile: "D:\Programming\RED BOOK EXAMPLES\1-2 white square\Makefile.win"
Executing make clean
rm -f square.o Project1.exe

gcc.exe -c square.c -o square.o -I"D:/Dev-Cpp/include"

gcc.exe square.o -o "Project1.exe" -L"D:/Dev-Cpp/lib" -lopengl32 -lglu32 -lglut32

square.o(.text+0x1c):square.c: undefined reference to `__glutInitWithExit'
square.o(.text+0x37):square.c: undefined reference to `__glutCreateWindowWithExit'
square.o(.text+0x52):square.c: undefined reference to `__glutCreateMenuWithExit'

square.o(.text+0x79):square.c: undefined reference to `_imp__glColor3f'
square.o(.text+0x87):square.c: undefined reference to `_imp__glBegin'

square.o(.text+0xa8):square.c: undefined reference to `_imp__glVertex3f'
square.o(.text+0xc9):square.c: undefined reference to `_imp__glVertex3f'
square.o(.text+0xea):square.c: undefined reference to `_imp__glVertex3f'
square.o(.text+0x10b):square.c: undefined reference to `_imp__glVertex3f'
square.o(.text+0x112):square.c: undefined reference to `_imp__glEnd'
square.o(.text+0x119):square.c: undefined reference to `_imp__glFlush'
square.o(.text+0x14b):square.c: undefined reference to `_imp__glClearColor'
square.o(.text+0x159):square.c: undefined reference to `_imp__glMatrixMode'
square.o(.text+0x160):square.c: undefined reference to `_imp__glLoadIdentity'
square.o(.text+0x18e):square.c: undefined reference to `_imp__glOrtho'
square.o(.text+0x1da):square.c: undefined reference to `glutInitDisplayMode'

square.o(.text+0x1ee):square.c: undefined reference to `glutInitWindowSize'
square.o(.text+0x202):square.c: undefined reference to `glutInitWindowPosition'
square.o(.text+0x21f):square.c: undefined reference to `glutDisplayFunc'
square.o(.text+0x224):square.c: undefined reference to `glutMainLoop'
collect2: ld returned 1 exit status

make.exe: *** [Project1.exe] Error 1

Execution terminated

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It seem you have your libraries so the only thing that is not present is the
#include <gl\gl.h> and if glut.h is in the "gl" directory also then you should change it to #include <gl\glut.h>

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These are what I use for includes: windows.h, gl\gl.h, gl\glu.h, and gl\glaux.h. My linker looks like this: -lopengl32 -lglu32 -lglaux -lkernel32 -luser32 -lgdi32 -lwinspool -lcomdlg32 -ladvapi32 -lshell32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32. I never get any linker errors or include errors with this. Don't ask me what all is in the library:P I forgot, but found them in google. BTW, i'm using Dev C++ too.

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Click on the project menu and go to project options. Find the box with the heading linker.

add this to it:
-lopengl32
-lglut (or -lglut32 cant remember)

that should do it:)

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Dosser,
The easiest way to start OpenGL applications with Dev-C++ is using the project template. When you install Dev-C++, an OpenGL project template comes with it. When you install GLUT package(pak), a GLUT project template is automatically added into Dev-C++.

The project template configures all settings for me, for example, linking required libraries. I only need to replace my source codes into the project. It is very convenient to me to create new OpenGL application right away with Dev-C++.

Try the GLUT project template first and compile the sample code. If there is no error, then, everything is ready to go. If there are errors (link or compile errors) then, you can tell the setting of Dev-C++ is broken.

Here is instructions if you don't know where is glut project template;
File >> New >> Project...
"New project..." window is pop up, then select:
Multimedia tab
you will see glut and OpenGL project template icons.

By the way, the link option for GLUT app should be like this:
-lglut32 -lglu32 -lopengl32 -lwinmm -lgdi32

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I'm starting to think there's a problem with my GLUT

I've been trying out the template programs, and can get the standard "openGL" program to work (using windows to open the window, respond to key press etc.). I don't have an option for a glut program, but do have 'freeglut' option. This doesn't link properly. Here are the errors from the default freeglut program.

Compiler: Default compiler
Building Makefile: "D:\Dev-Cpp\Makefile.win"
Executing make...
make.exe -f "D:\Dev-Cpp\Makefile.win" all
gcc.exe -c main9.c -o main9.o -I"D:/Dev-Cpp/include" -DFREEGLUT_STATIC

gcc.exe main9.o -o "Project4.exe" -L"D:/Dev-Cpp/lib" -mwindows -lfreeglut -lglu32 -lopengl32 -lwinmm -lgdi32

Warning: resolving __imp__glViewport by linking to __imp__glViewport@16
Use --enable-stdcall-fixup to disable these warnings
Use --disable-stdcall-fixup to disable these fixups
Warning: resolving __imp__glMatrixMode by linking to __imp__glMatrixMode@4
Warning: resolving __imp__glLoadIdentity by linking to __imp__glLoadIdentity@0
Warning: resolving __imp__glPushMatrix by linking to __imp__glPushMatrix@0
Warning: resolving __imp__glPopMatrix by linking to __imp__glPopMatrix@0
main9.o(.text+0x1c):main9.c: undefined reference to `__glutInitWithExit'
main9.o(.text+0x37):main9.c: undefined reference to `__glutCreateWindowWithExit'
main9.o(.text+0x52):main9.c: undefined reference to `__glutCreateMenuWithExit'
main9.o(.text+0xdc):main9.c: undefined reference to `_imp__glFrustum'
main9.o(.text+0x134):main9.c: undefined reference to `_imp__glClear'
main9.o(.text+0x14c):main9.c: undefined reference to `_imp__glColor3d'
main9.o(.text+0x177):main9.c: undefined reference to `_imp__glTranslated'
main9.o(.text+0x199):main9.c: undefined reference to `_imp__glRotated'
main9.o(.text+0x1b8):main9.c: undefined reference to `_imp__glRotated'
main9.o(.text+0x202):main9.c: undefined reference to `_imp__glTranslated'
main9.o(.text+0x224):main9.c: undefined reference to `_imp__glRotated'
main9.o(.text+0x243):main9.c: undefined reference to `_imp__glRotated'
main9.o(.text+0x297):main9.c: undefined reference to `_imp__glTranslated'
main9.o(.text+0x2b9):main9.c: undefined reference to `_imp__glRotated'
main9.o(.text+0x2d8):main9.c: undefined reference to `_imp__glRotated'
main9.o(.text+0x334):main9.c: undefined reference to `_imp__glTranslated'
main9.o(.text+0x356):main9.c: undefined reference to `_imp__glRotated'
main9.o(.text+0x375):main9.c: undefined reference to `_imp__glRotated'
main9.o(.text+0x3bf):main9.c: undefined reference to `_imp__glTranslated'
main9.o(.text+0x3e1):main9.c: undefined reference to `_imp__glRotated'
main9.o(.text+0x400):main9.c: undefined reference to `_imp__glRotated'
main9.o(.text+0x454):main9.c: undefined reference to `_imp__glTranslated'
main9.o(.text+0x476):main9.c: undefined reference to `_imp__glRotated'
main9.o(.text+0x495):main9.c: undefined reference to `_imp__glRotated'
main9.o(.text+0x624):main9.c: undefined reference to `_imp__glClearColor'
main9.o(.text+0x632):main9.c: undefined reference to `_imp__glEnable'
main9.o(.text+0x640):main9.c: undefined reference to `_imp__glCullFace'
main9.o(.text+0x64e):main9.c: undefined reference to `_imp__glEnable'
main9.o(.text+0x65c):main9.c: undefined reference to `_imp__glDepthFunc'
main9.o(.text+0x66a):main9.c: undefined reference to `_imp__glEnable'
main9.o(.text+0x678):main9.c: undefined reference to `_imp__glEnable'
main9.o(.text+0x686):main9.c: undefined reference to `_imp__glEnable'
main9.o(.text+0x694):main9.c: undefined reference to `_imp__glEnable'

main9.o(.text+0x6b2):main9.c: undefined reference to `_imp__glLightfv'
main9.o(.text+0x6d0):main9.c: undefined reference to `_imp__glLightfv'

main9.o(.text+0x6ee):main9.c: undefined reference to `_imp__glLightfv'
main9.o(.text+0x70c):main9.c: undefined reference to `_imp__glLightfv'

main9.o(.text+0x72a):main9.c: undefined reference to `_imp__glMaterialfv'
main9.o(.text+0x748):main9.c: undefined reference to `_imp__glMaterialfv'
main9.o(.text+0x766):main9.c: undefined reference to `_imp__glMaterialfv'
main9.o(.text+0x784):main9.c: undefined reference to `_imp__glMaterialfv'
collect2: ld returned 1 exit status

make.exe: *** [Project4.exe] Error 1

Execution terminated


Should I just give up on DevCpp and try again with MSVC, or will I get the same problems there too?

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Hmm, i have the same with issue with Glut. I installed the dev-pak and the default example program does not linker correct.

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