# OpenGL FTGL linking problem in Release configuration

## Recommended Posts

Hi,

I'm using FTGL to render Truetype fonts with OpenGL. I've compiled FTGL project to generate both ftgl_static_D(debug) and ftgl_static.lib (release) libraries to use in my project.

The debug configuration of my project is able to link(i get some "locally defined symbol" linker warning though), while the release is not. I event tried to link release with the ftgl_static_D.lib just to get the same linker errors (__declspec(dllimport)).

After a while I realized that changing the project settings from "Use link time optimization" to "No whole program optimization" will do the trick but with the same link warnings as the debug configuration.

Does anyone knows why enabling link time optimization would cause it to fail linking.

##### Share on other sites
Thanks for posting this. I needed to get an application with FTGL running in release, and removing global optimisation was the simplest way to do it. Not a long term solution, but if not for you saying this works I would still be trying freetype recompilations and other stuff, instead of moving on.

## Create an account

Register a new account

• ### Forum Statistics

• Total Topics
627694
• Total Posts
2978673
• ### Similar Content

• Both functions are available since 3.0, and I'm currently using glMapBuffer(), which works fine.
But, I was wondering if anyone has experienced advantage in using glMapBufferRange(), which allows to specify the range of the mapped buffer. Could this be only a safety measure or does it improve performance?
Note: I'm not asking about glBufferSubData()/glBufferData. Those two are irrelevant in this case.
• By xhcao
Before using void glBindImageTexture(    GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format), does need to make sure that texture is completeness.
• By cebugdev
hi guys,
are there any books, link online or any other resources that discusses on how to build special effects such as magic, lightning, etc. in OpenGL? i mean, yeah most of them are using particles but im looking for resources specifically on how to manipulate the particles to look like an effect that can be use for games,. i did fire particle before, and I want to learn how to do the other 'magic' as well.
Like are there one book or link(cant find in google) that atleast featured how to make different particle effects in OpenGL (or DirectX)? If there is no one stop shop for it, maybe ill just look for some tips on how to make a particle engine that is flexible enough to enable me to design different effects/magic
let me know if you guys have recommendations.
• By dud3
How do we rotate the camera around x axis 360 degrees, without having the strange effect as in my video below?
Mine behaves exactly the same way spherical coordinates would, I'm using euler angles.
Tried googling, but couldn't find a proper answer, guessing I don't know what exactly to google for, googled 'rotate 360 around x axis', got no proper answers.

References:
Code: https://pastebin.com/Hcshj3FQ
The video shows the difference between blender and my rotation:

• By Defend
I've had a Google around for this but haven't yet found some solid advice. There is a lot of "it depends", but I'm not sure on what.
My question is what's a good rule of thumb to follow when it comes to creating/using VBOs & VAOs? As in, when should I use multiple or when should I not? My understanding so far is that if I need a new VBO, then I need a new VAO. So when it comes to rendering multiple objects I can either:
* make lots of VAO/VBO pairs and flip through them to render different objects, or
* make one big VBO and jump around its memory to render different objects.
I also understand that if I need to render objects with different vertex attributes, then a new VAO is necessary in this case.
If that "it depends" really is quite variable, what's best for a beginner with OpenGL, assuming that better approaches can be learnt later with better understanding?

• 19
• 14
• 12
• 10
• 12