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nick2price

OpenGL Compile time error

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I have a piece of code but when i run it i get the error
1>Compiling...
1>background.cpp
1>texture.cpp
1>c:\program files\microsoft visual studio 9.0\vc\include\cstdlib(26) : error C2039: 'exit' : is not a member of '`global namespace''
1>c:\program files\microsoft visual studio 9.0\vc\include\cstdlib(26) : error C2873: 'exit' : symbol cannot be used in a using-declaration
1>Generating Code...
1>Build log was saved at "file://c:\Users\Nick\Desktop\University\Graphics, C++\background\background\Debug\BuildLog.htm"
1>background - 2 error(s), 0 warning(s)
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

I am not sure why i am getting this but any help in sorting it out would be great. My code is
#include "stdafx.h"
#include <math.h>
#include "glut.h"
#include "texture.h"
#include <iostream>
#include <stdlib.h>

#define PI 3.1415926535
#define SIDES_NUM	100

using namespace std;

GLuint loadTexture(Image* image) {
	GLuint textureId;
	glGenTextures(1, &textureId); //Make room for our texture
	glBindTexture(GL_TEXTURE_2D, textureId); //Tell OpenGL which texture to edit
	//Map the image to the texture
	glTexImage2D(GL_TEXTURE_2D,                //Always GL_TEXTURE_2D
				 0,                            //0 for now
				 GL_RGB,                       //Format OpenGL uses for image
				 image->width, image->height,  //Width and height
				 0,                            //The border of the image
				 GL_RGB, //GL_RGB, because pixels are stored in RGB format
				 GL_UNSIGNED_BYTE, //GL_UNSIGNED_BYTE, because pixels are stored
				                   //as unsigned numbers
				 image->pixels);               //The actual pixel data
	return textureId; //Returns the id of the texture
}

GLuint _textureId;

void Initialize()
{
	 
	glEnable(GL_DEPTH_TEST);
	glShadeModel(GL_SMOOTH);
	
	glEnable(GL_DEPTH_TEST);
	
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluPerspective(45.0f, 1.0f, 0.1f, 1000.0f);
	glMatrixMode(GL_MODELVIEW);

	glEnable(GL_CULL_FACE);
	glEnable(GL_TEXTURE_2D);

	Image* image = loadBMP("vtr.bmp");
	_textureId = loadTexture(image);
	delete image;

}

void Render()
{
	
	
	glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
	
	glLoadIdentity();
	gluLookAt(0, 0, 2, 0, 0, 0, 0, 1, 0);

	glBindTexture(GL_TEXTURE_2D, _textureId);

	glBegin(GL_QUADS);
	glTexCoord2f(0,0); glVertex3f(-2,-2,-2);
	glTexCoord2f(1,0); glVertex3f( 2,-2,-2);
	glTexCoord2f(1,1); glVertex3f( 2, 2,-2);
	glTexCoord2f(0,1); glVertex3f(-2, 2,-2);
	glEnd();

	

	glBindTexture(GL_TEXTURE_2D, _textureId);
	glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
	glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
	glEnable(GL_TEXTURE_GEN_S);
	glEnable(GL_TEXTURE_GEN_T);

	glBegin(GL_TRIANGLE_STRIP);
	for(int i=0;i<SIDES_NUM+1;i++){
		float x = 0.5f*sinf(i*2*PI/SIDES_NUM);
		float y = 0.5f*cosf(i*2*PI/SIDES_NUM);
		float d = sqrtf(x*x+y*y);
		glNormal3f(x/d,y/d,0);
		glVertex3f(x,y,-0.5f);
		glNormal3f(x/d,y/d,0);
		glVertex3f(x,y, 0.5f);
	}
	glEnd();

	glBegin(GL_TRIANGLE_FAN);
	glNormal3f(0.0f,0.0f,-1.0f);
	glTexCoord2f(0.5f, 0.5f);
	glVertex3f(0.0f,0.0f,-0.5f);
	for(int i=0;i<SIDES_NUM+1;i++){
		float x = 0.5f*sinf(i*2*PI/SIDES_NUM);
		float y = 0.5f*cosf(i*2*PI/SIDES_NUM);
		float d = sqrtf(x*x+y*y);
		glVertex3f(x,y,-0.5f);
	}
	glEnd();

	glBegin(GL_TRIANGLE_FAN);
	glNormal3f(0.0f,0.0f, 1.0f);
	glTexCoord2f(0.5f, 0.5f);
	glVertex3f(0.0f,0.0f, 0.5f);
	for(int i=0;i<SIDES_NUM+1;i++){
		float x = 0.5f*sinf(-i*2*PI/SIDES_NUM);
		float y = 0.5f*cosf(-i*2*PI/SIDES_NUM);
		float d = sqrtf(x*x+y*y);
		glVertex3f(x,y, 0.5f);
	}
	glEnd();

	glDisable(GL_TEXTURE_GEN_S);
	glDisable(GL_TEXTURE_GEN_T);
	
}

int main(int argc, char **argv)
{
    glutInit(&argc, argv);    
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
    glutInitWindowSize(800,600);
    glutInitWindowPosition(0,0);
    glutCreateWindow("Coursework 2");    
 
	Render();
    glutMainLoop();

    return(0);    
}

thanks for any help

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