Sign in to follow this  
taesen00

OpenGL MinGW with OpenGL

Recommended Posts

taesen00    122
I'm trying to compile an OpenGL program using MinGW, but I'm not having much luck. The following is my output: C:\progs>g++ torus.cpp -lopengl32 -lglu32 -lglut32 -o torus.exe torus.cpp:13:1: warning: "M_PI" redefined In file included from torus.cpp:11: C:/MinGW/bin/../lib/gcc/mingw32/3.4.5/../../../../include/math.h:58:1: warning: this is the location of the previous definition C:\DOCUME~1\AARONC~1.PA0\LOCALS~1\Temp/ccCedaaa.o:torus.cpp:(.text+0x1c): undefined reference to `__glutInitWithExit@12' C:\DOCUME~1\AARONC~1.PA0\LOCALS~1\Temp/ccCedaaa.o:torus.cpp:(.text+0x3d): undefined reference to `__glutCreateWindowWithExit@8' C:\DOCUME~1\AARONC~1.PA0\LOCALS~1\Temp/ccCedaaa.o:torus.cpp:(.text+0x5d): undefined reference to `__glutCreateMenuWithExit@8' collect2: ld returned 1 exit status C:\progs> I have the the following header files in c:\MinGW\include\GL gl.h gluax.h glext.h glu.h glui.h glut.h Any ideas on what to do? Thanks.

Share this post


Link to post
Share on other sites
strtok    191
I don't think MinGW ships with GLUT (the linker errors are for missing GLUT functions). You're probably going to have to download and build the library yourself (with MinGW), then specify the path to the GLUT library on the command line when you compile.

Share this post


Link to post
Share on other sites
ccbrianf    122
Quote:
Original post by taesen00
C:\progs>g++ torus.cpp -lopengl32 -lglu32 -lglut32 -o torus.exe


I don't think this is related to your problem, but your link order is backward. It should be -lglut32 -lglu32 -lopengl32 (and every time I have used a native glut it has been named just -lglut).

Share this post


Link to post
Share on other sites
taesen00    122
Thanks for the tips. I tried building the library myself, but that didn't happen. Not sure why it's going to temp files though, but as far as I know, I'm not doing anything from an compressed folders.

Anywhere I can find some directions on how to build the library using MinGW?

Share this post


Link to post
Share on other sites
taesen00    122
Woohoo! Got it. Looks like I didn't have the glut32.lib in the right place. Thanks for the suggestions though. I put it in the mingw/lib and all was well.

Share this post


Link to post
Share on other sites
XTAL256    106
Quote:
Original post by Neutrinohunter
I would say since your running from a temp folder, me thinks your trying to run from a zip at which point it won't work. Try from a directory such as "C:\Stuff"

No, no, no. The temp folder is where the object files are output before linking. Once the exe is built, these is no need for them so they are deleted.
Look at his working dir - "C:\progs>" it's not a temp folder.

I suggest using Dev-Cpp, it's takes care of all the command line stuff. It's like Visual Studio for MinGW

Share this post


Link to post
Share on other sites
Sneftel    1788
Quote:
Original post by XTAL256
I suggest using Dev-Cpp, it's takes care of all the command line stuff. It's like Visual Studio for MinGW

Or Visual Studio. It's like Dev-CPP for the twenty-first century.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Similar Content

    • By Zaphyk
      I am developing my engine using the OpenGL 3.3 compatibility profile. It runs as expected on my NVIDIA card and on my Intel Card however when I tried it on an AMD setup it ran 3 times worse than on the other setups. Could this be a AMD driver thing or is this probably a problem with my OGL code? Could a different code standard create such bad performance?
    • By Kjell Andersson
      I'm trying to get some legacy OpenGL code to run with a shader pipeline,
      The legacy code uses glVertexPointer(), glColorPointer(), glNormalPointer() and glTexCoordPointer() to supply the vertex information.
      I know that it should be using setVertexAttribPointer() etc to clearly define the layout but that is not an option right now since the legacy code can't be modified to that extent.
      I've got a version 330 vertex shader to somewhat work:
      #version 330 uniform mat4 osg_ModelViewProjectionMatrix; uniform mat4 osg_ModelViewMatrix; layout(location = 0) in vec4 Vertex; layout(location = 2) in vec4 Normal; // Velocity layout(location = 3) in vec3 TexCoord; // TODO: is this the right layout location? out VertexData { vec4 color; vec3 velocity; float size; } VertexOut; void main(void) { vec4 p0 = Vertex; vec4 p1 = Vertex + vec4(Normal.x, Normal.y, Normal.z, 0.0f); vec3 velocity = (osg_ModelViewProjectionMatrix * p1 - osg_ModelViewProjectionMatrix * p0).xyz; VertexOut.velocity = velocity; VertexOut.size = TexCoord.y; gl_Position = osg_ModelViewMatrix * Vertex; } What works is the Vertex and Normal information that the legacy C++ OpenGL code seem to provide in layout location 0 and 2. This is fine.
      What I'm not getting to work is the TexCoord information that is supplied by a glTexCoordPointer() call in C++.
      Question:
      What layout location is the old standard pipeline using for glTexCoordPointer()? Or is this undefined?
       
      Side note: I'm trying to get an OpenSceneGraph 3.4.0 particle system to use custom vertex, geometry and fragment shaders for rendering the particles.
    • By markshaw001
      Hi i am new to this forum  i wanted to ask for help from all of you i want to generate real time terrain using a 32 bit heightmap i am good at c++ and have started learning Opengl as i am very interested in making landscapes in opengl i have looked around the internet for help about this topic but i am not getting the hang of the concepts and what they are doing can some here suggests me some good resources for making terrain engine please for example like tutorials,books etc so that i can understand the whole concept of terrain generation.
       
    • By KarimIO
      Hey guys. I'm trying to get my application to work on my Nvidia GTX 970 desktop. It currently works on my Intel HD 3000 laptop, but on the desktop, every bind textures specifically from framebuffers, I get half a second of lag. This is done 4 times as I have three RGBA textures and one depth 32F buffer. I tried to use debugging software for the first time - RenderDoc only shows SwapBuffers() and no OGL calls, while Nvidia Nsight crashes upon execution, so neither are helpful. Without binding it runs regularly. This does not happen with non-framebuffer binds.
      GLFramebuffer::GLFramebuffer(FramebufferCreateInfo createInfo) { glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo); textures = new GLuint[createInfo.numColorTargets]; glGenTextures(createInfo.numColorTargets, textures); GLenum *DrawBuffers = new GLenum[createInfo.numColorTargets]; for (uint32_t i = 0; i < createInfo.numColorTargets; i++) { glBindTexture(GL_TEXTURE_2D, textures[i]); GLint internalFormat; GLenum format; TranslateFormats(createInfo.colorFormats[i], format, internalFormat); // returns GL_RGBA and GL_RGBA glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, createInfo.width, createInfo.height, 0, format, GL_FLOAT, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); DrawBuffers[i] = GL_COLOR_ATTACHMENT0 + i; glBindTexture(GL_TEXTURE_2D, 0); glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, textures[i], 0); } if (createInfo.depthFormat != FORMAT_DEPTH_NONE) { GLenum depthFormat; switch (createInfo.depthFormat) { case FORMAT_DEPTH_16: depthFormat = GL_DEPTH_COMPONENT16; break; case FORMAT_DEPTH_24: depthFormat = GL_DEPTH_COMPONENT24; break; case FORMAT_DEPTH_32: depthFormat = GL_DEPTH_COMPONENT32; break; case FORMAT_DEPTH_24_STENCIL_8: depthFormat = GL_DEPTH24_STENCIL8; break; case FORMAT_DEPTH_32_STENCIL_8: depthFormat = GL_DEPTH32F_STENCIL8; break; } glGenTextures(1, &depthrenderbuffer); glBindTexture(GL_TEXTURE_2D, depthrenderbuffer); glTexImage2D(GL_TEXTURE_2D, 0, depthFormat, createInfo.width, createInfo.height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glBindTexture(GL_TEXTURE_2D, 0); glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depthrenderbuffer, 0); } if (createInfo.numColorTargets > 0) glDrawBuffers(createInfo.numColorTargets, DrawBuffers); else glDrawBuffer(GL_NONE); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) std::cout << "Framebuffer Incomplete\n"; glBindFramebuffer(GL_FRAMEBUFFER, 0); width = createInfo.width; height = createInfo.height; } // ... // FBO Creation FramebufferCreateInfo gbufferCI; gbufferCI.colorFormats = gbufferCFs.data(); gbufferCI.depthFormat = FORMAT_DEPTH_32; gbufferCI.numColorTargets = gbufferCFs.size(); gbufferCI.width = engine.settings.resolutionX; gbufferCI.height = engine.settings.resolutionY; gbufferCI.renderPass = nullptr; gbuffer = graphicsWrapper->CreateFramebuffer(gbufferCI); // Bind glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo); // Draw here... // Bind to textures glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, textures[0]); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, textures[1]); glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, textures[2]); glActiveTexture(GL_TEXTURE3); glBindTexture(GL_TEXTURE_2D, depthrenderbuffer); Here is an extract of my code. I can't think of anything else to include. I've really been butting my head into a wall trying to think of a reason but I can think of none and all my research yields nothing. Thanks in advance!
    • By Adrianensis
      Hi everyone, I've shared my 2D Game Engine source code. It's the result of 4 years working on it (and I still continue improving features ) and I want to share with the community. You can see some videos on youtube and some demo gifs on my twitter account.
      This Engine has been developed as End-of-Degree Project and it is coded in Javascript, WebGL and GLSL. The engine is written from scratch.
      This is not a professional engine but it's for learning purposes, so anyone can review the code an learn basis about graphics, physics or game engine architecture. Source code on this GitHub repository.
      I'm available for a good conversation about Game Engine / Graphics Programming
  • Popular Now