• ### Announcements

#### Archived

This topic is now archived and is closed to further replies.

# OpenGL Compiling OpenGL with DEV-C (Mingw)

## Recommended Posts

Hi, I''m using DEV-C package which I think is running with the MingW compiler. I''ve noticed that some of the newer OPENGL examples/demos wont compile. I think the problem is that they need a newer version, DEV comes with 1.1. Does any kind soul know where I can get some up-to-date precompiled libs & headers. I dont have MSVC, so I cant just compile the latest version. I''ve looked everywhere - but no luck !. Please Help !

##### Share on other sites
Yes, you are using mingw that is a Windows port of gcc. The latest can be found at www.mingw.org

Mingw will never be shipped with complete headers but they should be good enough for OpenGL and general Windows programming. What kind of errors do you get?
MSVC has some non ANSI stuff but if you add -fno-for-scope and -fpermissive to the compiler settings will in most cases the programs be built.

##### Share on other sites
I don''t have any errors with it, but I can''t get at the new instructions that are only available in 1.2 upwards. (such as GlRangeDrawElements() or locking the vertexes)

##### Share on other sites
It is exactly the same thing with all other Windows compilers including MSVC. You must have a extra header file called glext.h
http://oss.sgi.com/projects/ogl-sample/ABI/glext.h
They used to have a little library that did that did the extra work somewhere here
http://oss.sgi.com/projects/ogl-sample/registry/index.html
but I did not find it. Here is a text about using extensions
http://opengl.org/developers/code/features/OGLextensions/OGLextensions.html

Remembet that you can get entry points for all functions for the OpenGL version the driver supports but not all of them needs to have hardware support.

##### Share on other sites
ermm.. not with DEV-C I dont seem to be able to.

Multitexturing works fine

I Downloaded the Nvidia opengl sdk headers, the glDrawra.. instruction is mentioned in the header GL, compiling now gives me a different error:

undefined reference to ''glDrawRangeElements@24''

I can only guess that I''m getting this error because it isnt in the lib ?

Thanks for your time.

##### Share on other sites
gcc needs special unix like libs to be able to link agains windows DLL''s. these libs are generated using the pexports and dlltool utilities. you can get those or just download the latest mingw distribution, it has ogl headers and special libs already. in other words, don''t use stuff from nvidia''s site.

##### Share on other sites
I think you mean import libraries but unix does not use something like that. Mingw does not come with any headers but the one for MSVC is good and can be downloaded from MS. Dev-C++ already has it. The compiler is also in most cases satisfied with import libraries for MSVC but not always so that could be reason for your problem with the nvidia SDK. Perhaps do they have some other library that you forgot to link to?

Anyway, the reason for this post is that I found the link to Intel''s library mentioned earlier:
http://oss.sgi.com/projects/ogl-sample/sdk.html

##### Share on other sites
Thanks guys - the problem is sorted.

I needed the new headers, not new libs. one of my problems was that I was also running SDL which requires me to call the extra functions through its own structure.

I did try building a new set of LIBS using pexport and dlltool, which sorta worked.. but had quite a few functions missing from it. I guess pexport wasnt happy reading the dll.

Anyway thanks, and YES - it is possible to use DEV with latest extensions. (just like you all said it was)

• ## Partner Spotlight

• ### Forum Statistics

• Total Topics
627681
• Total Posts
2978611
• ### 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.
Thank you in advance!
• 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?

• 13
• 12
• 10
• 12
• 22