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Enalis

OpenGL Glew and SFML linker issues with MinGW in windows :(

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I am finally getting back to maintaining my project (Project Website) in windows, and eventually osx too. But I've run into some linker errors. I had a slew of issues with VC++ express in general, so I switched to MinGW and feel I am very close but I have a few linker errors left. Note: I have compiled or collected everything in .a files as needed for mingw and the library files are found (like libsfml-graphics.a), but I am still getting these linker errors. I am using a few other libraries like bullet and assimp which seem to be linking fine, so I suspect it's the order in which I'm linking or maybe I need to use the static libraries, I'm honestly not sure...

here's my link order:
glew32 sfml-graphics sfml-window sfml-audio sfml-network sfml-system assimp opengl32 glu32 glut32 BulletDynamics BulletCollision LinearMath

here's my linker output:

Linking CXX executable sfml_test.exe
C:\PROGRA~1\CODEBL~1\MinGW\bin\G__~1.EXE CMakeFiles\sfml_test.dir\Sources\main.cpp.obj -o sfml_test.exe -Wl,--out-implib,libsfml_test.dll.a -Wl,--major-image-version,0,--minor-image-version,0 -LDependencies\win32\library\debug -L..\..\Dependencies\win32\library\debug ..\..\ElementGames\Base\libegbase.a ..\..\ElementGames\Engine\libegengine.a -lglew32 -lsfml-graphics -lsfml-window -lsfml-audio -lsfml-network -lsfml-system -lassimp -lopengl32 -lglu32 -lglut32 -lBulletDynamics -lBulletCollision -lLinearMath ..\..\ElementGames\Base\libegbase.a -lkernel32 -luser32 -lgdi32 -lwinspool -lshell32 -lole32 -loleaut32 -luuid -lcomdlg32 -ladvapi32
Info: resolving vtable for sf::String by linking to __imp___ZTVN2sf6StringE (auto-import)
Info: resolving vtable for sf::Drawable by linking to __imp___ZTVN2sf8DrawableE (auto-import)
c:/progra~1/codebl~1/mingw/bin/../lib/gcc/mingw32/4.4.1/../../../../mingw32/bin/ld.exe: warning: auto-importing has been activated without --enable-auto-import specified on the command line.
This should work unless it involves constant data structures referencing symbols from auto-imported DLLs.
..\..\ElementGames\Base\libegbase.a(SceneManagerBase.cpp.obj):SceneManagerBase.cpp:(.text+0x50c): undefined reference to `glewInit'
..\..\ElementGames\Base\libegbase.a(SceneManagerBase.cpp.obj):SceneManagerBase.cpp:(.text+0x57d): undefined reference to `glPushAttrib@4'
..\..\ElementGames\Base\libegbase.a(SceneManagerBase.cpp.obj):SceneManagerBase.cpp:(.text+0x587): undefined reference to `glPopAttrib@0'
..\..\ElementGames\Base\libegbase.a(Console.cpp.obj):Console.cpp:(.text+0x398): undefined reference to `sf::Unicode::Text::Text(char const*)'
..\..\ElementGames\Base\libegbase.a(Console.cpp.obj):Console.cpp:(.text+0xa3a): undefined reference to `sf::Unicode::Text::Text(char const*)'
..\..\ElementGames\Base\libegbase.a(Console.cpp.obj):Console.cpp:(.text+0x1131): undefined reference to `sf::String::GetText() const'
..\..\ElementGames\Base\libegbase.a(Console.cpp.obj):Console.cpp:(.text+0x1143): undefined reference to `sf::Unicode::Text::operator std::string() const'
..\..\ElementGames\Base\libegbase.a(Console.cpp.obj):Console.cpp:(.text+0x25a5): undefined reference to `glVertex2i@8'
..\..\ElementGames\Base\libegbase.a(Console.cpp.obj):Console.cpp:(.text+0x2600): undefined reference to `glVertex2i@8'
..\..\ElementGames\Base\libegbase.a(Console.cpp.obj):Console.cpp:(.text+0x2663): undefined reference to `glVertex2i@8'
..\..\ElementGames\Base\libegbase.a(Console.cpp.obj):Console.cpp:(.text+0x26c6): undefined reference to `glVertex2i@8'
..\..\ElementGames\Base\libegbase.a(Console.cpp.obj):Console.cpp:(.text+0x2777): undefined reference to `glVertex2i@8'
..\..\ElementGames\Base\libegbase.a(Console.cpp.obj):Console.cpp:(.text+0x27da): more undefined references to `glVertex2i@8' follow
..\..\ElementGames\Base\libegbase.a(Console.cpp.obj):Console.cpp:(.text+0x2adb): undefined reference to `sf::Unicode::Text::Text(char const*)'
..\..\ElementGames\Base\libegbase.a(Audio.cpp.obj):Audio.cpp:(.text+0x539): undefined reference to `sf::SoundBuffer::SoundBuffer()'
..\..\ElementGames\Base\libegbase.a(Audio.cpp.obj):Audio.cpp:(.text+0x588): undefined reference to `sf::SoundBuffer::LoadFromFile(std::string const&)'
..\..\ElementGames\Base\libegbase.a(Audio.cpp.obj):Audio.cpp:(.text+0x5dc): undefined reference to `sf::SoundBuffer::GetSampleRate() const'
..\..\ElementGames\Base\libegbase.a(Audio.cpp.obj):Audio.cpp:(.text+0x5f0): undefined reference to `sf::SoundBuffer::GetChannelsCount() const'
..\..\ElementGames\Base\libegbase.a(Audio.cpp.obj):Audio.cpp:(.text+0x604): undefined reference to `sf::SoundBuffer::GetDuration() const'
..\..\ElementGames\Base\libegbase.a(Audio.cpp.obj):Audio.cpp:(.text+0xa89): undefined reference to `sf::Sound::Sound()'
..\..\ElementGames\Base\libegbase.a(Audio.cpp.obj):Audio.cpp:(.text+0xaf0): undefined reference to `sf::Sound::Sound()'
..\..\ElementGames\Base\libegbase.a(Audio.cpp.obj):Audio.cpp:(.text+0xb48): undefined reference to `sf::Sound::SetBuffer(sf::SoundBuffer const&)'
..\..\ElementGames\Base\libegbase.a(Audio.cpp.obj):Audio.cpp:(.text+0xb63): undefined reference to `sf::Sound::SetLoop(bool)'
..\..\ElementGames\Base\libegbase.a(Audio.cpp.obj):Audio.cpp:(.text+0xb7b): undefined reference to `sf::Sound::SetPitch(float)'
..\..\ElementGames\Base\libegbase.a(Audio.cpp.obj):Audio.cpp:(.text+0xb93): undefined reference to `sf::Sound::SetVolume(float)'
..\..\ElementGames\Base\libegbase.a(Audio.cpp.obj):Audio.cpp:(.text+0xbf6): undefined reference to `sf::Sound::Play()'
..\..\ElementGames\Base\libegbase.a(Audio.cpp.obj):Audio.cpp:(.text+0xc0c): undefined reference to `sf::Sound::Pause()'
..\..\ElementGames\Base\libegbase.a(Audio.cpp.obj):Audio.cpp:(.text+0xc22): undefined reference to `sf::Sound::Stop()'
..\..\ElementGames\Base\libegbase.a(Audio.cpp.obj):Audio.cpp:(.text+0xc4b): undefined reference to `sf::Sound::SetVolume(float)'
..\..\ElementGames\Base\libegbase.a(Audio.cpp.obj):Audio.cpp:(.text+0xc75): undefined reference to `sf::Sound::SetPitch(float)'
..\..\ElementGames\Base\libegbase.a(Audio.cpp.obj):Audio.cpp:(.text+0xca8): undefined reference to `sf::Sound::SetLoop(bool)'
..\..\ElementGames\Base\libegbase.a(Audio.cpp.obj):Audio.cpp:(.text+0xcf2): undefined reference to `sf::Sound::GetStatus() const'
..\..\ElementGames\Base\libegbase.a(Audio.cpp.obj):Audio.cpp:(.text+0xd38): undefined reference to `sf::Sound::GetPlayingOffset() const'
..\..\ElementGames\Base\libegbase.a(Audio.cpp.obj):Audio.cpp:(.text+0xdb1): undefined reference to `sf::Sound::SetPosition(float, float, float)'
..\..\ElementGames\Base\libegbase.a(Audio.cpp.obj):Audio.cpp:(.text+0xe0b): undefined reference to `sf::Sound::SetAttenuation(float)'
..\..\ElementGames\Base\libegbase.a(Audio.cpp.obj):Audio.cpp:(.text+0x14ef): undefined reference to `sf::Music::Music(unsigned int)'
..\..\ElementGames\Base\libegbase.a(Audio.cpp.obj):Audio.cpp:(.text+0x1517): undefined reference to `sf::Music::OpenFromFile(std::string const&)'
..\..\ElementGames\Base\libegbase.a(Audio.cpp.obj):Audio.cpp:(.text+0x1571): undefined reference to `sf::SoundStream::SetLoop(bool)'
..\..\ElementGames\Base\libegbase.a(Audio.cpp.obj):Audio.cpp:(.text+0x158c): undefined reference to `sf::Sound::SetVolume(float)'
..\..\ElementGames\Base\libegbase.a(Audio.cpp.obj):Audio.cpp:(.text+0x15a7): undefined reference to `sf::Sound::SetPitch(float)'
..\..\ElementGames\Base\libegbase.a(Audio.cpp.obj):Audio.cpp:(.text+0x15b5): undefined reference to `sf::SoundStream::GetSampleRate() const'
..\..\ElementGames\Base\libegbase.a(Audio.cpp.obj):Audio.cpp:(.text+0x15c9): undefined reference to `sf::SoundStream::GetChannelsCount() const'
..\..\ElementGames\Base\libegbase.a(Audio.cpp.obj):Audio.cpp:(.text+0x15dd): undefined reference to `sf::Music::GetDuration() const'
..\..\ElementGames\Base\libegbase.a(Audio.cpp.obj):Audio.cpp:(.text+0x170c): undefined reference to `sf::SoundStream::GetStatus() const'
..\..\ElementGames\Base\libegbase.a(Audio.cpp.obj):Audio.cpp:(.text+0x1752): undefined reference to `sf::SoundStream::GetPlayingOffset() const'
..\..\ElementGames\Base\libegbase.a(Audio.cpp.obj):Audio.cpp:(.text+0x17ce): undefined reference to `sf::Sound::SetPosition(float, float, float)'
..\..\ElementGames\Base\libegbase.a(Audio.cpp.obj):Audio.cpp:(.text+0x1836): undefined reference to `sf::SoundStream::Play()'
..\..\ElementGames\Base\libegbase.a(Audio.cpp.obj):Audio.cpp:(.text+0x184f): undefined reference to `sf::Sound::Pause()'
..\..\ElementGames\Base\libegbase.a(Audio.cpp.obj):Audio.cpp:(.text+0x1866): undefined reference to `sf::SoundStream::Stop()'
..\..\ElementGames\Base\libegbase.a(Audio.cpp.obj):Audio.cpp:(.text+0x25cf): undefined reference to `sf::Listener::SetPosition(float, float, float)'
..\..\ElementGames\Base\libegbase.a(Audio.cpp.obj):Audio.cpp:(.text+0x2606): undefined reference to `sf::Listener::SetTarget(float, float, float)'
..\..\ElementGames\Base\libegbase.a(Audio.cpp.obj):Audio.cpp:(.text+0x2631): undefined reference to `sf::Listener::SetGlobalVolume(float)'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x2ca): undefined reference to `glGenTextures@8'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x41f): undefined reference to `glTexParameterf@12'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x43d): undefined reference to `glTexParameterf@12'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x462): undefined reference to `sf::Image::GetPixelsPtr() const'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x471): undefined reference to `sf::Image::GetHeight() const'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x480): undefined reference to `sf::Image::GetWidth() const'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x4c0): undefined reference to `glTexImage2D@36'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x4d2): undefined reference to `sf::Image::GetPixelsPtr() const'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x4e1): undefined reference to `sf::Image::GetHeight() const'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x4f0): undefined reference to `sf::Image::GetWidth() const'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x520): undefined reference to `gluBuild2DMipmaps@28'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x5a5): undefined reference to `sf::Image::Image()'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x5c8): undefined reference to `sf::Image::LoadFromFile(std::string const&)'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0xceb): undefined reference to `glGenTextures@8'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0xe40): undefined reference to `glTexParameterf@12'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0xe5e): undefined reference to `glTexParameterf@12'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0xee4): undefined reference to `sf::Image::GetPixelsPtr() const'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0xef3): undefined reference to `sf::Image::GetHeight() const'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0xf02): undefined reference to `sf::Image::GetWidth() const'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0xf42): undefined reference to `glTexImage2D@36'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0xf53): undefined reference to `sf::Image::GetPixelsPtr() const'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0xf63): undefined reference to `sf::Image::GetHeight() const'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0xf73): undefined reference to `sf::Image::GetWidth() const'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0xfb3): undefined reference to `glTexImage2D@36'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0xfc4): undefined reference to `sf::Image::GetPixelsPtr() const'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0xfd4): undefined reference to `sf::Image::GetHeight() const'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0xfe4): undefined reference to `sf::Image::GetWidth() const'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x1024): undefined reference to `glTexImage2D@36'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x1035): undefined reference to `sf::Image::GetPixelsPtr() const'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x1045): undefined reference to `sf::Image::GetHeight() const'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x1055): undefined reference to `sf::Image::GetWidth() const'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x1095): undefined reference to `glTexImage2D@36'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x10a6): undefined reference to `sf::Image::GetPixelsPtr() const'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x10b6): undefined reference to `sf::Image::GetHeight() const'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x10c6): undefined reference to `sf::Image::GetWidth() const'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x1106): undefined reference to `glTexImage2D@36'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x1117): undefined reference to `sf::Image::GetPixelsPtr() const'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x1127): undefined reference to `sf::Image::GetHeight() const'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x1137): undefined reference to `sf::Image::GetWidth() const'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x1177): undefined reference to `glTexImage2D@36'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x118c): undefined reference to `sf::Image::GetPixelsPtr() const'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x119b): undefined reference to `sf::Image::GetHeight() const'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x11aa): undefined reference to `sf::Image::GetWidth() const'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x11da): undefined reference to `gluBuild2DMipmaps@28'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x11eb): undefined reference to `sf::Image::GetPixelsPtr() const'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x11fb): undefined reference to `sf::Image::GetHeight() const'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x120b): undefined reference to `sf::Image::GetWidth() const'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x123b): undefined reference to `gluBuild2DMipmaps@28'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x124c): undefined reference to `sf::Image::GetPixelsPtr() const'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x125c): undefined reference to `sf::Image::GetHeight() const'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x126c): undefined reference to `sf::Image::GetWidth() const'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x129c): undefined reference to `gluBuild2DMipmaps@28'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x12ad): undefined reference to `sf::Image::GetPixelsPtr() const'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x12bd): undefined reference to `sf::Image::GetHeight() const'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x12cd): undefined reference to `sf::Image::GetWidth() const'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x12fd): undefined reference to `gluBuild2DMipmaps@28'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x130e): undefined reference to `sf::Image::GetPixelsPtr() const'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x131e): undefined reference to `sf::Image::GetHeight() const'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x132e): undefined reference to `sf::Image::GetWidth() const'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x135e): undefined reference to `gluBuild2DMipmaps@28'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x136f): undefined reference to `sf::Image::GetPixelsPtr() const'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x137f): undefined reference to `sf::Image::GetHeight() const'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x138f): undefined reference to `sf::Image::GetWidth() const'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x13bf): undefined reference to `gluBuild2DMipmaps@28'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x1535): undefined reference to `sf::Image::Image()'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x155b): undefined reference to `sf::Image::LoadFromFile(std::string const&)'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x1582): undefined reference to `sf::Image::Image()'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x15d4): undefined reference to `sf::Image::LoadFromFile(std::string const&)'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x15fb): undefined reference to `sf::Image::Image()'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x164d): undefined reference to `sf::Image::LoadFromFile(std::string const&)'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x1674): undefined reference to `sf::Image::Image()'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x16c6): undefined reference to `sf::Image::LoadFromFile(std::string const&)'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x16ed): undefined reference to `sf::Image::Image()'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x173f): undefined reference to `sf::Image::LoadFromFile(std::string const&)'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x1760): undefined reference to `sf::Image::Image()'
..\..\ElementGames\Base\libegbase.a(Texture.cpp.obj):Texture.cpp:(.text+0x17af): undefined reference to `sf::Image::LoadFromFile(std::string const&)'
..\..\ElementGameundefineds\Base\libegbase.a(Camera.cpp.obj):Camera.cpp:(.text+0x1303): reference to `glGetDoublev@8'
..\..\ElementGameundefineds\Base\libegbase.a(Camera.cpp.obj):Camera.cpp:(.text+0x131e): reference to `glGetDoublev@8'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x19cc): reference to `__glewCreateShader'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x19e9): reference to `__glewCreateShader'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x1a0a): reference to `__glewCreateShader'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x1d16): reference to `__glewShaderSource'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x1d4e): reference to `__glewShaderSource'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x1d8a): reference to `__glewShaderSource'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x1dbc): reference to `__glewCompileShader'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x1dd6): reference to `__glewCompileShader'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x1df4): reference to `__glewCompileShader'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x1e07): reference to `__glewCreateProgramObjectARB'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x1e1c): reference to `__glewAttachShader'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x1e39): reference to `__glewAttachShader'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x1e61): reference to `__glewAttachShader'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x1e89): reference to `__glewProgramParameteriEXT'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x1eb4): reference to `__glewProgramParameteriEXT'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x1ed8): reference to `__glewProgramParameteriEXT'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x1efc): reference to `__glewLinkProgram'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x1f17): reference to `__glewUseProgram'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x1f3d): reference to `__glewUseProgram'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x1fbe): reference to `__glewGetUniformLocation'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x1fe9): reference to `__glewGetAttribLocation'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x209c): reference to `__glewUniform1i'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x2184): reference to `__glewUniform2i'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x2274): reference to `__glewUniform3i'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x236a): reference to `__glewUniform4i'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x2468): reference to `__glewUniform1iv'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x2595): reference to `__glewUniform1f'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x25bc): reference to `__glewVertexAttrib1f'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x26b3): reference to `__glewUniform2f'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x26e1): reference to `__glewVertexAttrib2f'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x27df): reference to `__glewUniform3f'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x2814): reference to `__glewVertexAttrib3f'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x2919): reference to `__glewUniform4f'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x2955): reference to `__glewVertexAttrib4f'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x2a61): reference to `__glewUniform1fv'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x2a8f): reference to `__glewVertexAttrib1fv'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x2b48): reference to `__glewUniformMatrix2fv'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x2c40): reference to `__glewUniformMatrix3fv'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x2d38): reference to `__glewUniformMatrix4fv'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x2dbc): reference to `__glewProgramParameteriEXT'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x2ddf): reference to `__glewProgramParameteriEXT'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x2e02): reference to `__glewLinkProgram'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x2e1e): reference to `__glewUseProgram'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x2e41): reference to `__glewUseProgram'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x2e7b): reference to `__glewGetShaderiv'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x2eb8): reference to `__glewGetShaderInfoLog'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x2f5a): reference to `__glewGetProgramiv'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x2f97): reference to `__glewGetProgramInfoLog'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x3063): reference to `__glewDetachShader'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x3080): reference to `__glewDeleteShader'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x30a6): reference to `__glewDetachShader'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x30c4): reference to `__glewDeleteShader'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x30ec): reference to `__glewDetachShader'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x310a): reference to `__glewDeleteShader'
..\..\ElementGameundefineds\Base\libegbase.a(Shader.cpp.obj):Shader.cpp:(.text+0x3132): reference to `__glewDeleteShader'
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x2e9): undefined reference to `glEnableClientState@4'
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x332): undefined reference to `glVertexPointer@16'
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x350): undefined reference to `glEnableClientState@4'
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x38a): undefined reference to `glNormalPointer@12'
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x3a8): undefined reference to `glEnableClientState@4'
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x3ea): undefined reference to `glColorPointer@16'
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x423): undefined reference to `glEnableClientState@4'
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x46c): undefined reference to `glTexCoordPointer@16'
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x4a5): undefined reference to `glEnableClientState@4'
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x4ee): undefined reference to `glTexCoordPointer@16'
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x527): undefined reference to `glEnableClientState@4'
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x570): undefined reference to `glTexCoordPointer@16'
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x5a9): undefined reference to `glEnableClientState@4'
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x5f2): undefined reference to `glTexCoordPointer@16'
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x641): undefined reference to `glDrawArrays@12'
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x66c): undefined reference to `glDrawArrays@12'
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x697): undefined reference to `glDrawArrays@12'
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x6c2): undefined reference to `glDrawArrays@12'
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x6ed): undefined reference to `glDrawArrays@12'
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x718): more undefined references to `glDrawArrays@12' follow
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x7e5): undefined reference to `glDisableClientState@4'
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x7f4): undefined reference to `glDisableClientState@4'
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x803): undefined reference to `glDisableClientState@4'
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x81e): undefined reference to `glDisableClientState@4'
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x839): undefined reference to `glDisableClientState@4'
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x854): more undefined references to `glDisableClientState@4' follow
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x87f): undefined reference to `__glewActiveTexture'
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x895): undefined reference to `__glewClientActiveTexture'
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x8b3): undefined reference to `glGetError@0'
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x22f1): undefined reference to `glNormal3f@12'
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x25e0): undefined reference to `glNormal3f@12'
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x278f): undefined reference to `glVertex2i@8'
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x27c3): undefined reference to `glVertex2i@8'
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x27ff): undefined reference to `glVertex2i@8'
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x2835): undefined reference to `glVertex2i@8'
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x28ab): undefined reference to `glOrtho@48'
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x2913): undefined reference to `__GLEW_ARB_draw_buffers'
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x291f): undefined reference to `__glewDrawBuffers'
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x2a83): undefined reference to `glPushAttrib@4'
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x2b68): undefined reference to `glDrawBuffer@4'
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x2b77): undefined reference to `glReadBuffer@4'
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x2cc3): undefined reference to `glDrawBuffer@4'
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x2cd2): undefined reference to `glReadBuffer@4'
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x2dba): undefined reference to `glDrawBuffer@4'
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x2dc9): undefined reference to `glReadBuffer@4'
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x2eb1): undefined reference to `glDrawBuffer@4'
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x2ec0): undefined reference to `glReadBuffer@4'
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x2fa8): undefined reference to `glDrawBuffer@4'
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x2fb7): undefined reference to `glReadBuffer@4'
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x354f): undefined reference to `glPushAttrib@4'
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x3d84): undefined reference to `glPopAttrib@0'
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x4183): undefined reference to `glPopAttrib@0'
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x4501): undefined reference to `glLightfv@12'
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x4524): undefined reference to `glLightfv@12'
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x4547): undefined reference to `glLightfv@12'
..\..\ElementGames\Base\libegbase.a(Graphics.cpp.obj):Graphics.cpp:(.text+0x456a): undefined reference to `glLightfv@12'
..\..\ElementGames\Base\lFrameBufferObject.cppibegbase.a(FrameBufferObject.cpp.obj)::(.text+0x2af): undefined reference to `__GLEW_EXT_framebuffer_object'
..\..\ElementGames\Base\lFrameBufferObject.cppibegbase.a(FrameBufferObject.cpp.obj)::(.text+0x2f4): undefined reference to `__glewGenFramebuffersEXT'
..\..\ElementGames\Base\lFrameBufferObject.cppibegbase.a(FrameBufferObject.cpp.obj)::(.text+0x3c0): undefined reference to `glGenTextures@8'
..\..\ElementGames\Base\lFrameBufferObject.cppibegbase.a(FrameBufferObject.cpp.obj)::(.text+0x5de): undefined reference to `glTexImage2D@36'
..\..\ElementGames\Base\lFrameBufferObject.cppibegbase.a(FrameBufferObject.cpp.obj)::(.text+0x61c): undefined reference to `glGenTextures@8'
..\..\ElementGames\Base\lFrameBufferObject.cppibegbase.a(FrameBufferObject.cpp.obj)::(.text+0x689): undefined reference to `glTexImage2D@36'
..\..\ElementGames\Base\lFrameBufferObject.cppibegbase.a(FrameBufferObject.cpp.obj)::(.text+0x6df): undefined reference to `__glewBindFramebufferEXT'
..\..\ElementGames\Base\lFrameBufferObject.cppibegbase.a(FrameBufferObject.cpp.obj)::(.text+0x70b): undefined reference to `__glewFramebufferTexture2DEXT'
..\..\ElementGames\Base\lFrameBufferObject.cppibegbase.a(FrameBufferObject.cpp.obj)::(.text+0x76a): undefined reference to `__glewFramebufferTexture2DEXT'
..\..\ElementGames\Base\lFrameBufferObject.cppibegbase.a(FrameBufferObject.cpp.obj)::(.text+0x7b4): undefined reference to `glDrawBuffer@4'
..\..\ElementGames\Base\lFrameBufferObject.cppibegbase.a(FrameBufferObject.cpp.obj)::(.text+0x7c3): undefined reference to `glReadBuffer@4'
..\..\ElementGames\Base\lFrameBufferObject.cppibegbase.a(FrameBufferObject.cpp.obj)::(.text+0x7cb): undefined reference to `__glewCheckFramebufferStatusEXT'
..\..\ElementGames\Base\lFrameBufferObject.cppibegbase.a(FrameBufferObject.cpp.obj)::(.text+0x86e): undefined reference to `__glewBindFramebufferEXT'
..\..\ElementGames\Base\lFrameBufferObject.cppibegbase.a(FrameBufferObject.cpp.obj)::(.text+0x8c5): undefined reference to `__glewBindFramebufferEXT'
..\..\ElementGames\Base\lFrameBufferObject.cppibegbase.a(FrameBufferObject.cpp.obj)::(.text+0x8e9): undefined reference to `__glewBindFramebufferEXT'
..\..\ElementGames\Base\lFrameBufferObject.cppibegbase.a(FrameBufferObject.cpp.obj)::(.text+0x90b): undefined reference to `glDrawBuffer@4'
..\..\ElementGames\Base\lFrameBufferObject.cppibegbase.a(FrameBufferObject.cpp.obj)::(.text+0x91c): undefined reference to `glReadBuffer@4'
..\..\ElemeundefinedntGames\Base\libegbase.a(Font.cpp.obj):Font.cpp:(.text+0xab): reference to `sf::Font::Font()'
..\..\ElemeundefinedntGames\Base\libegbase.a(Font.cpp.obj):Font.cpp:(.text+0xbc): reference to `sf::Font::ourDefaultCharset'
..\..\ElemeundefinedntGames\Base\libegbase.a(Font.cpp.obj):Font.cpp:(.text+0xce): reference to `sf::Unicode::Text::Text(unsigned int const*)'
..\..\ElemeundefinedntGames\Base\libegbase.a(Font.cpp.obj):Font.cpp:(.text+0xf8): referenceUnicode to `sf::Font::LoadFromFile(std::string const&, unsigned int, sf::::Text const&)'
..\..\ElemenundefinedtGames\Base\libegbase.a(Font.cpp.obj):Font.cpp:(.text+0x1c1): reference to `sf::Font::Font()'
..\..\ElemenundefinedtGames\Base\libegbase.a(Font.cpp.obj):Font.cpp:(.text+0x1d2): reference to `sf::Font::ourDefaultCharset'
..\..\ElemenundefinedtGames\Base\libegbase.a(Font.cpp.obj):Font.cpp:(.text+0x1e4): reference to `sf::Unicode::Text::Text(unsigned int const*)'
..\..\ElemenundefinedtGames\Base\libegbase.a(Font.cpp.obj):Font.cpp:(.text+0x20e): reUnicode to `sf::Font::LoadFromFile(std::string const&, unsigned int, sf::::Text const&)'
..\..\ElementGames\Batext$_ZN2sf4FontD1Evse\libegbase.a(Font.cpp.obj):Font.cpp:(.[sf::Font::~Font()]+0x5b): undefined reference to `sf::Image::~Image()'
..\..\ElementGames\Batext$_ZN2sf4FontD1Evse\libegbase.a(Font.cpp.obj):Font.cpp:(.[sf::Font::~Font()]+0x89): undefined reference to `sf::Image::~Image()'
..\..\ElementGames\Base\libeVertexBufferObject.cppgbase.a(VertexBufferObject.cpp.obj)::(.text+0x116): undefined reference to `__glewGenBuffersARB'
..\..\ElementGames\Base\libeVertexBufferObject.cppgbase.a(VertexBufferObject.cpp.obj)::(.text+0x139): undefined reference to `__glewBindBufferARB'
..\..\ElementGames\Base\libeVertexBufferObject.cppgbase.a(VertexBufferObject.cpp.obj)::(.text+0x153): undefined reference to `__glewBindBufferARB'
..\..\ElementGames\Base\libeVertexBufferObject.cppgbase.a(VertexBufferObject.cpp.obj)::(.text+0x249): undefined reference to `__glewGenBuffersARB'
..\..\ElementGames\Base\libeVertexBufferObject.cppgbase.a(VertexBufferObject.cpp.obj)::(.text+0x26f): undefined reference to `__glewBindBufferARB'
..\..\ElementGames\Base\libeVertexBufferObject.cppgbase.a(VertexBufferObject.cpp.obj)::(.text+0x28a): undefined reference to `__glewBindBufferARB'
..\..\ElementGames\Base\libeVertexBufferObject.cppgbase.a(VertexBufferObject.cpp.obj)::(.text+0x380): undefined reference to `__glewGenBuffersARB'
..\..\ElementGames\Base\libeVertexBufferObject.cppgbase.a(VertexBufferObject.cpp.obj)::(.text+0x3a6): undefined reference to `__glewBindBufferARB'
..\..\ElementGames\Base\libeVertexBufferObject.cppgbase.a(VertexBufferObject.cpp.obj)::(.text+0x3c1): undefined reference to `__glewBindBufferARB'
..\..\ElementGames\Base\libeVertexBufferObject.cppgbase.a(VertexBufferObject.cpp.obj)::(.text+0x4b7): undefined reference to `__glewGenBuffersARB'
..\..\ElementGames\Base\libeVertexBufferObject.cppgbase.a(VertexBufferObject.cpp.obj)::(.text+0x4dd): undefined reference to `__glewBindBufferARB'
..\..\ElementGames\Base\libeVertexBufferObject.cppgbase.a(VertexBufferObject.cpp.obj)::(.text+0x4f8): undefined reference to `__glewBindBufferARB'
..\..\ElementGames\Base\libeVertexBufferObject.cppgbase.a(VertexBufferObject.cpp.obj)::(.text+0x5ee): undefined reference to `__glewGenBuffersARB'
..\..\ElementGames\Base\libeVertexBufferObject.cppgbase.a(VertexBufferObject.cpp.obj)::(.text+0x614): undefined reference to `__glewBindBufferARB'
..\..\ElementGames\Base\libeVertexBufferObject.cppgbase.a(VertexBufferObject.cpp.obj)::(.text+0x62f): undefined reference to `__glewBindBufferARB'
..\..\ElementGames\Base\libeVertexBufferObject.cppgbase.a(VertexBufferObject.cpp.obj)::(.text+0x725): undefined reference to `__glewGenBuffersARB'
..\..\ElementGames\Base\libeVertexBufferObject.cppgbase.a(VertexBufferObject.cpp.obj)::(.text+0x74b): undefined reference to `__glewBindBufferARB'
..\..\ElementGames\Base\libeVertexBufferObject.cppgbase.a(VertexBufferObject.cpp.obj)::(.text+0x766): undefined reference to `__glewBindBufferARB'
..\..\ElementGames\Base\libeVertexBufferObject.cppgbase.a(VertexBufferObject.cpp.obj)::(.text+0x85c): undefined reference to `__glewGenBuffersARB'
..\..\ElementGames\Base\libeVertexBufferObject.cppgbase.a(VertexBufferObject.cpp.obj)::(.text+0x882): undefined reference to `__glewBindBufferARB'
..\..\ElementGames\Base\libeVertexBufferObject.cppgbase.a(VertexBufferObject.cpp.obj)::(.text+0x89d): undefined reference to `__glewBindBufferARB'
..\..\ElementGames\Base\libeVertexBufferObject.cppgbase.a(VertexBufferObject.cpp.obj)::(.text+0xa4b): undefined reference to `__glewBindBufferARB'
..\..\ElementGames\Base\libeVertexBufferObject.cppgbase.a(VertexBufferObject.cpp.obj)::(.text+0xa6b): undefined reference to `__glewBindBufferARB'
..\..\ElementGames\Base\libeVertexBufferObject.cppgbase.a(VertexBufferObject.cpp.obj)::(.text+0xa8c): undefined reference to `__glewBindBufferARB'
..\..\ElementGames\Base\libeVertexBufferObject.cppgbase.a(VertexBufferObject.cpp.obj)::(.text+0xaad): more undefined references to `__glewBindBufferARB' follow
..\..\ElementGames\Base\libeVertexBufferObject.cppgbase.a(VertexBufferObject.cpp.obj)::(.text+0xb46): undefined reference to `__glewBufferDataARB'
collect2: ld returned 1 exit status

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Don't know about SFML, but you need to add mingw32 before everything, and change glew32 to glew32s and add a definition of GLEW_STATIC before including GLEW (don't ask me why, it simply wont work without static linking in Windows).

#define GLEW_STATIC
#include <GL/glew.h>
#include <other gl-related headers>

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Quote:

and change glew32 to glew32s and add a definition of GLEW_STATIC before including GLEW (don't ask me why, it simply wont work without static linking in Windows).


Not true, I have glew working with the dll on windows.
Next to that, I'm also using glew in combination with sfml so that isn't a problem.

The only thing I should note is that I'm using Visual studio 2008/2010 express

assainator

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Not sure what issues you had with visual studio, but I can pretty much assure that you could get this working in 10 minutes on VC++. A lot more people around here use it and could probably help you too, more than mingw anyway.

Up to you what you want to do though :\

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In the mingw glew lib I downloaded that was precompiled, I found that libglew32.dll.a was actually the static lib, and to solve my other linker errors, I actually linked everything twice for now in my link line in the CMakeLists.txt file until I figure out the exact proper link order.

Thanks for everyone's help.

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      I 'm learning how to create game by using opengl with c/c++ coding, so here is my fist game. In video description also have game contain in Dropbox. May be I will make it better in future.
      Thanks.
    • By Abecederia
      So I've recently started learning some GLSL and now I'm toying with a POM shader. I'm trying to optimize it and notice that it starts having issues at high texture sizes, especially with self-shadowing.
      Now I know POM is expensive either way, but would pulling the heightmap out of the normalmap alpha channel and in it's own 8bit texture make doing all those dozens of texture fetches more cheap? Or is everything in the cache aligned to 32bit anyway? I haven't implemented texture compression yet, I think that would help? But regardless, should there be a performance boost from decoupling the heightmap? I could also keep it in a lower resolution than the normalmap if that would improve performance.
      Any help is much appreciated, please keep in mind I'm somewhat of a newbie. Thanks!
    • By test opty
      Hi,
      I'm trying to learn OpenGL through a website and have proceeded until this page of it. The output is a simple triangle. The problem is the complexity.
      I have read that page several times and tried to analyse the code but I haven't understood the code properly and completely yet. This is the code:
       
      #include <glad/glad.h> #include <GLFW/glfw3.h> #include <C:\Users\Abbasi\Desktop\std_lib_facilities_4.h> using namespace std; //****************************************************************************** void framebuffer_size_callback(GLFWwindow* window, int width, int height); void processInput(GLFWwindow *window); // settings const unsigned int SCR_WIDTH = 800; const unsigned int SCR_HEIGHT = 600; const char *vertexShaderSource = "#version 330 core\n" "layout (location = 0) in vec3 aPos;\n" "void main()\n" "{\n" " gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n" "}\0"; const char *fragmentShaderSource = "#version 330 core\n" "out vec4 FragColor;\n" "void main()\n" "{\n" " FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n" "}\n\0"; //******************************* int main() { // glfw: initialize and configure // ------------------------------ glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // glfw window creation GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "My First Triangle", nullptr, nullptr); if (window == nullptr) { cout << "Failed to create GLFW window" << endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); // glad: load all OpenGL function pointers if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { cout << "Failed to initialize GLAD" << endl; return -1; } // build and compile our shader program // vertex shader int vertexShader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertexShader, 1, &vertexShaderSource, nullptr); glCompileShader(vertexShader); // check for shader compile errors int success; char infoLog[512]; glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(vertexShader, 512, nullptr, infoLog); cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << endl; } // fragment shader int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragmentShader, 1, &fragmentShaderSource, nullptr); glCompileShader(fragmentShader); // check for shader compile errors glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(fragmentShader, 512, nullptr, infoLog); cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << endl; } // link shaders int shaderProgram = glCreateProgram(); glAttachShader(shaderProgram, vertexShader); glAttachShader(shaderProgram, fragmentShader); glLinkProgram(shaderProgram); // check for linking errors glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success); if (!success) { glGetProgramInfoLog(shaderProgram, 512, nullptr, infoLog); cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << endl; } glDeleteShader(vertexShader); glDeleteShader(fragmentShader); // set up vertex data (and buffer(s)) and configure vertex attributes float vertices[] = { -0.5f, -0.5f, 0.0f, // left 0.5f, -0.5f, 0.0f, // right 0.0f, 0.5f, 0.0f // top }; unsigned int VBO, VAO; glGenVertexArrays(1, &VAO); glGenBuffers(1, &VBO); // bind the Vertex Array Object first, then bind and set vertex buffer(s), //and then configure vertex attributes(s). glBindVertexArray(VAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); // note that this is allowed, the call to glVertexAttribPointer registered VBO // as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind glBindBuffer(GL_ARRAY_BUFFER, 0); // You can unbind the VAO afterwards so other VAO calls won't accidentally // modify this VAO, but this rarely happens. Modifying other // VAOs requires a call to glBindVertexArray anyways so we generally don't unbind // VAOs (nor VBOs) when it's not directly necessary. glBindVertexArray(0); // uncomment this call to draw in wireframe polygons. //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); // render loop while (!glfwWindowShouldClose(window)) { // input // ----- processInput(window); // render // ------ glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); // draw our first triangle glUseProgram(shaderProgram); glBindVertexArray(VAO); // seeing as we only have a single VAO there's no need to // bind it every time, but we'll do so to keep things a bit more organized glDrawArrays(GL_TRIANGLES, 0, 3); // glBindVertexArray(0); // no need to unbind it every time // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.) glfwSwapBuffers(window); glfwPollEvents(); } // optional: de-allocate all resources once they've outlived their purpose: glDeleteVertexArrays(1, &VAO); glDeleteBuffers(1, &VBO); // glfw: terminate, clearing all previously allocated GLFW resources. glfwTerminate(); return 0; } //************************************************** // process all input: query GLFW whether relevant keys are pressed/released // this frame and react accordingly void processInput(GLFWwindow *window) { if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) glfwSetWindowShouldClose(window, true); } //******************************************************************** // glfw: whenever the window size changed (by OS or user resize) this callback function executes void framebuffer_size_callback(GLFWwindow* window, int width, int height) { // make sure the viewport matches the new window dimensions; note that width and // height will be significantly larger than specified on retina displays. glViewport(0, 0, width, height); } As you see, about 200 lines of complicated code only for a simple triangle. 
      I don't know what parts are necessary for that output. And also, what the correct order of instructions for such an output or programs is, generally. That start point is too complex for a beginner of OpenGL like me and I don't know how to make the issue solved. What are your ideas please? What is the way to figure both the code and the whole program out correctly please?
      I wish I'd read a reference that would teach me OpenGL through a step-by-step method. 
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