• Advertisement
Sign in to follow this  

OpenGL Compiler errors

This topic is 3264 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

Ok I am making a Physics simulator for fun. I started with Direct3D9 and then I moved to OpenGL. Now I'm back using Direct3D9 but this time I am constantly getting the same errors over and over again in VC++ 2008. Looking forward to your help. THE WINMAIN HEADER FILE
#ifndef WINMAIN_HPP
#define WINMAIN_HPP

//System includes
#include <windows.h>
#include <windowsx.h>
#include <math.h>

// DirectX Header Files
#include <d3d9.h>
#include <d3dx9.h>

// Useful macros
#define ERROR_MSG(msg){MessageBox(NULL,msg,L"Error",MB_OK|MB_ICONEXCLAMATION);}	//error macro debugging

//My includes
#include "Direct3D.hpp"
#include "Performance.hpp"      //Not reliant on local headers
#include "Physics.hpp"
#include "Camera.hpp"		//Not reliant on local headers
#include "Clock.hpp"		//Not reliant on local headers



extern cPhysics *myPhysics;
extern cClock *myPerformanceClock;
extern cClock *myClock;
extern cPerformance *myPerformance;
extern cD3D *myD3D;

////////////////////////////////////////////////////////////////////
#define WINDOW_WIDTH  800
#define WINDOW_HEIGHT 600

////////////////////////////////////////////////////////////////////
//GLOBAL FUNCTIONS

//handle any messages from windows
LRESULT CALLBACK wndProc(HWND hWnd,		
						 UINT uMsg, 
						 WPARAM wParam, 
						 LPARAM lParam);

//main entry point
int WINAPI WinMain(HINSTANCE hInstance, 
				   HINSTANCE hPrevInstance, 
				   LPSTR lpCmdLine, 
				   int nShowCmd);

void cleanUp();		//any cleanup code such as IDirect3D9::Release() goes here



////////////////////////////////////////////////////////////////////
#endif //WINMAIN_HPP
THE DARN ERRORS
1>------ Build started: Project: RealitySim, Configuration: Debug Win32 ------
1>Compiling...
1>Direct3D.cpp
1>f:\projects\realitysim\solution\winmain.hpp(29) : error C2143: syntax error : missing ';' before '*'
1>f:\projects\realitysim\solution\winmain.hpp(29) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
1>f:\projects\realitysim\solution\winmain.hpp(29) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
1>f:\projects\realitysim\solution\direct3d.cpp(23) : warning C4244: 'argument' : conversion from '__int64' to 'UINT', possible loss of data
1>f:\projects\realitysim\solution\direct3d.cpp(38) : warning C4244: 'initializing' : conversion from '__int64' to 'unsigned int', possible loss of data
1>f:\projects\realitysim\solution\direct3d.cpp(60) : warning C4244: 'argument' : conversion from '__int64' to 'UINT', possible loss of data
1>f:\projects\realitysim\solution\direct3d.cpp(69) : warning C4244: 'argument' : conversion from '__int64' to 'size_t', possible loss of data
1>f:\projects\realitysim\solution\direct3d.cpp(125) : warning C4244: 'argument' : conversion from '__int64' to 'UINT', possible loss of data
1>Physics.cpp
1>f:\projects\realitysim\solution\winmain.hpp(25) : error C2143: syntax error : missing ';' before '*'
1>f:\projects\realitysim\solution\winmain.hpp(25) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
1>f:\projects\realitysim\solution\winmain.hpp(25) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
1>WinMain.cpp
1>f:\projects\realitysim\solution\winmain.cpp(184) : warning C4244: 'argument' : conversion from 'float' to 'DWORD', possible loss of data
1>Generating Code...
1>Build log was saved at "file://f:\Projects\RealitySim\Solution\Debug\BuildLog.htm"
1>RealitySim - 6 error(s), 6 warning(s)
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

Share this post


Link to post
Share on other sites
Advertisement
Hi,

Quote:
error C2143: syntax error : missing ';' before '*'
error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
error C4430: missing type specifier - int assumed. Note: C++ does not support default-int


I think you must look at your class definitions. You know, in a class definition, you must end it with a ; symbol:

class CMyClass
{
//...some members
}


This definition is wrong, because I "forgot" a ; symbol after }. The true definiton:

class CMyClass
{
//...some members
};


I think you must check something like this.

Regards.

Share this post


Link to post
Share on other sites
Hello programci_84, Thanks for your reply.

I checked over that many time but I still get the same error.

Any more suggestions?

Share this post


Link to post
Share on other sites
Maybe I should state what exactly I am trying to achieve.

All I want to do is make a few "new" instances global. The instances are created in WinMain();

Share this post


Link to post
Share on other sites
Hi,

The error log says that something wrong in line 25 and line 29.

Line 25:
extern cPhysics *myPhysics;


Line 29:
extern cD3D *myD3D;


You should check cD3D and cPhysics definitions. Because error log also says: "missing type specifier - int assumed. Note: C++ does not support default-int". This means, something wrong with your type/class/struct/enum definiton(s) and compiler couldn't find a data-type like it. It may be caused by a forgotten semi-colon.

If still not, maybe you can post your project files here ;)

Hope this helps.

Regards.

Share this post


Link to post
Share on other sites
Hi again,

No the classes are fine. They work in the OpenGL version.

Ok so lets put those errors aside for now. It's probably some silly Visual studio problem.

Let's focus on what I am trying to do. I need to make the following "new" instances Global to all other source files.

////////////////////////////////////////////////////////////////////
//MAIN
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nShowCmd)
{
///////////////////////////////////////////////////////////////////
//create new class instances on heap RUN-ONCE!
cClock *myClock = new cClock();
cD3D *myD3D = new cD3D();
cPhysics *myPhysics = new cPhysics();
cPerformance *myPerformance = new cPerformance();
cClock *myPerformanceClock = new cClock();
.
.
.
.



How can it be done?

Share this post


Link to post
Share on other sites
Ok, I can see the problem now :)

I see you included some custom .hpp files: Direct3D.hpp, Clock.hpp etc. Look at your custom .hpp files. At least 2 of these are including each other.

Like this:
In my CKamera.h file,
#include "CModel.h"


and also in my CModel.h file,
#include "CKamera.h"


You can see that CKamera and CModel are including each other. Look at your project files something like this.

And what about the solution of that "silly" problem? I'll try to explain over the example above.

Instead of these #include lines in your .hpp files, you must put pre-definitons. And remove these #include lines to .cpp files. Like this:

//in my CKamera.h
class CModel;

class CKamera
{
//... members
};


//in my CKamera.cpp

#include "CModel.h"
#include "CKamera.h"

CKamera::CKamera()
{
//...
}
//...


//in my CModel.h
class CKamera;

class CModel
{
//... members
};


//in my CModel.cpp
#include CModel.h
#include CKamera.h

CModel::CModel()
{
//...
}
//...


Hope this helps.

Regards.
Rohat.

Share this post


Link to post
Share on other sites
Sorry, I forgot to say an important thing:

If at least 2 of your .hpp files are including each other and also if you're using one of 'em in the other class, these errors will occur. Like this:

in CModel.h

#include CKamera.h

class CModel
{
//...
CKamera* kamera;
//...
};


Regards.

Share this post


Link to post
Share on other sites
YES! I followed your rules and after about an hour of editing I got it to compile. I thought it was a VC++ problem. Thanks!

Share this post


Link to post
Share on other sites
Hey! I just looked at your profile and I see you are an electronics engineer. I am a second year student in electronics engineering. I'm interested. If you want, can you tell me what career pathways were opened to you when you became an electronics engineer. I'm mainly interested in the computer/digital part of electronics engineering. The reason why I am asking is because I think it is relevant for me to know these things for my future career.

Thanks again!

BTW I gave you a full marks on your user rating.

Share this post


Link to post
Share on other sites
Hi again,

Quote:
I thought it was a VC++ problem

Yes, you're right.

Quote:
BTW I gave you a full marks on your user rating.

Hey man! Thank you very much :)

Quote:
If you want, can you tell me what career pathways were opened to you when you became an electronics engineer.

Of course, but here's not a suitible place :) Just look at your PM inbox ;) Now I'm writing.

Regards,
Rohat.

Share this post


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

  • Advertisement
  • Advertisement
  • Popular Tags

  • Advertisement
  • Popular Now

  • Similar Content

    • By LifeArtist
      Good Evening,
      I want to make a 2D game which involves displaying some debug information. Especially for collision, enemy sights and so on ...
      First of I was thinking about all those shapes which I need will need for debugging purposes: circles, rectangles, lines, polygons.
      I am really stucked right now because of the fundamental question:
      Where do I store my vertices positions for each line (object)? Currently I am not using a model matrix because I am using orthographic projection and set the final position within the VBO. That means that if I add a new line I would have to expand the "points" array and re-upload (recall glBufferData) it every time. The other method would be to use a model matrix and a fixed vbo for a line but it would be also messy to exactly create a line from (0,0) to (100,20) calculating the rotation and scale to make it fit.
      If I proceed with option 1 "updating the array each frame" I was thinking of having 4 draw calls every frame for the lines vao, polygons vao and so on. 
      In addition to that I am planning to use some sort of ECS based architecture. So the other question would be:
      Should I treat those debug objects as entities/components?
      For me it would make sense to treat them as entities but that's creates a new issue with the previous array approach because it would have for example a transform and render component. A special render component for debug objects (no texture etc) ... For me the transform component is also just a matrix but how would I then define a line?
      Treating them as components would'nt be a good idea in my eyes because then I would always need an entity. Well entity is just an id !? So maybe its a component?
      Regards,
      LifeArtist
    • By QQemka
      Hello. I am coding a small thingy in my spare time. All i want to achieve is to load a heightmap (as the lowest possible walking terrain), some static meshes (elements of the environment) and a dynamic character (meaning i can move, collide with heightmap/static meshes and hold a varying item in a hand ). Got a bunch of questions, or rather problems i can't find solution to myself. Nearly all are deal with graphics/gpu, not the coding part. My c++ is on high enough level.
      Let's go:
      Heightmap - i obviously want it to be textured, size is hardcoded to 256x256 squares. I can't have one huge texture stretched over entire terrain cause every pixel would be enormous. Thats why i decided to use 2 specified textures. First will be a tileset consisting of 16 square tiles (u v range from 0 to 0.25 for first tile and so on) and second a 256x256 buffer with 0-15 value representing index of the tile from tileset for every heigtmap square. Problem is, how do i blend the edges nicely and make some computationally cheap changes so its not obvious there are only 16 tiles? Is it possible to generate such terrain with some existing program?
      Collisions - i want to use bounding sphere and aabb. But should i store them for a model or entity instance? Meaning i have 20 same trees spawned using the same tree model, but every entity got its own transformation (position, scale etc). Storing collision component per instance grats faster access + is precalculated and transformed (takes additional memory, but who cares?), so i stick with this, right? What should i do if object is dynamically rotated? The aabb is no longer aligned and calculating per vertex min/max everytime object rotates/scales is pretty expensive, right?
      Drawing aabb - problem similar to above (storing aabb data per instance or model). This time in my opinion per model is enough since every instance also does not have own vertex buffer but uses the shared one (so 20 trees share reference to one tree model). So rendering aabb is about taking the model's aabb, transforming with instance matrix and voila. What about aabb vertex buffer (this is more of a cosmetic question, just curious, bumped onto it in time of writing this). Is it better to make it as 8 points and index buffer (12 lines), or only 2 vertices with min/max x/y/z and having the shaders dynamically generate 6 other vertices and draw the box? Or maybe there should be just ONE 1x1x1 cube box template moved/scaled per entity?
      What if one model got a diffuse texture and a normal map, and other has only diffuse? Should i pass some bool flag to shader with that info, or just assume that my game supports only diffuse maps without fancy stuff?
      There were several more but i forgot/solved them at time of writing
      Thanks in advance
    • By RenanRR
      Hi All,
      I'm reading the tutorials from learnOpengl site (nice site) and I'm having a question on the camera (https://learnopengl.com/Getting-started/Camera).
      I always saw the camera being manipulated with the lookat, but in tutorial I saw the camera being changed through the MVP arrays, which do not seem to be camera, but rather the scene that changes:
      Vertex Shader:
      #version 330 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec2 aTexCoord; out vec2 TexCoord; uniform mat4 model; uniform mat4 view; uniform mat4 projection; void main() { gl_Position = projection * view * model * vec4(aPos, 1.0f); TexCoord = vec2(aTexCoord.x, aTexCoord.y); } then, the matrix manipulated:
      ..... glm::mat4 projection = glm::perspective(glm::radians(fov), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f); ourShader.setMat4("projection", projection); .... glm::mat4 view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp); ourShader.setMat4("view", view); .... model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f)); ourShader.setMat4("model", model);  
      So, some doubts:
      - Why use it like that?
      - Is it okay to manipulate the camera that way?
      -in this way, are not the vertex's positions that changes instead of the camera?
      - I need to pass MVP to all shaders of object in my scenes ?
       
      What it seems, is that the camera stands still and the scenery that changes...
      it's right?
       
       
      Thank you
       
    • By dpadam450
      Sampling a floating point texture where the alpha channel holds 4-bytes of packed data into the float. I don't know how to cast the raw memory to treat it as an integer so I can perform bit-shifting operations.

      int rgbValue = int(textureSample.w);//4 bytes of data packed as color
      // algorithm might not be correct and endianness might need switching.
      vec3 extractedData = vec3(  rgbValue & 0xFF000000,  (rgbValue << 8) & 0xFF000000, (rgbValue << 16) & 0xFF000000);
      extractedData /= 255.0f;
    • By Devashish Khandelwal
      While writing a simple renderer using OpenGL, I faced an issue with the glGetUniformLocation function. For some reason, the location is coming to be -1.
      Anyone has any idea .. what should I do?
  • Advertisement