glew

Glew+GLFW Win32 No Dependencies Visual Studio

孤人 提交于 2019-12-02 18:03:28
问题 Is it possible to build and link Glew and GLFW without copying files to the C:?? I can't find any documentation that shows how to use these libraries without copying DLLs to the Visual Studio Directory on the C:. I just want to include all the .dll and .lib files needed in the directory of my project. 回答1: You don't have to put the DLLs in Visual Studio Directory .You can drop those in the Debug or Release (based on your compile mode) folder of your VS project.And you do have to include those

undefined reference to '_imp___glewGenBuffers'

南笙酒味 提交于 2019-12-02 11:58:44
问题 I am having the following link errors regarding glew library when compiling an opengl 2.1 program on code blocks,mingw. obj\Debug\LUtil.o||In function `Z6renderv':| C:\Users\war\Desktop\CG\Hello\LUtil.cpp|162|undefined reference to `_imp____glewGenBuffers'| C:\Users\war\Desktop\CG\Hello\LUtil.cpp|163|undefined reference to `_imp____glewBindBuffer'| C:\Users\war\Desktop\CG\Hello\LUtil.cpp|164|undefined reference to `_imp____glewBufferData'| Also, I have properly linked these libraries.

Fragment shader inexplicable bahaviour

假如想象 提交于 2019-12-02 11:50:55
I have written a C++ program where I draw a teapot and apply lighting. It is itself simple, but I also use shaders. Simple I'm new with GLSL I just tried a simple fragment shader, but the screen output is inexplicable. In this file I initialize glew in the init method, where I also compile the vertex and fragment shader. They're in the "vertex_shader" and "fragment_shader" files. The thing you may not recognize is what's Light and Material. They're just some structs containing all info about the lights. I've tested these struct so I'm sure the work as expected. When I declare material

Linker error with glew when library is statically linked

我是研究僧i 提交于 2019-12-02 11:04:33
问题 I am trying to build an opengl project in Visual Studio 2012. I wanted to statically include glew library, so I built it from source and copied the generated glew32sd.lib to my lib directory. I gave this lib path to Visual Studio and put "glew32sd.lib" to my additional dependencies in VS. Now when I compile a sample code in main.cpp: #define GLEW_STATIC #include<GL/glew.h> int main(){ glewInit(); return 0; } I get the following error: 1> main.cpp 1>glew32sd.lib(glew.obj) : error LNK2019:

GLEW_APPLE_GLX Causes Linking Error When Building GLEW

牧云@^-^@ 提交于 2019-12-02 10:07:32
I grepped inside GLEW while trying to solve my other question , concerning missing __glewX* symbols for Mac, and found that they are guarded by GLEW_APPLE_GLX . When I attempt to build GLEW from source with that flag defined, I get undefined symbols (stuff like _glXGetClientString ). Linking against X11 ( -lX11 ) doesn't help. Question: assuming defining GLEW_APPLE_GLX does indeed make sense, how can I fix the build? When building an application that uses the X Server (XQuartz) instead of using CGL, you also need to add -lGL . Ordinarily when building GL software on OS X you use OpenGL

glut, glew dll : Binary was not built with debug information

与世无争的帅哥 提交于 2019-12-02 07:52:42
This is the output I am getting and 'abc.exe': Loaded 'C:\Windows\system\glut32.dll', Binary was not built with debug information. ' 'abc.exe': Loaded 'C:\Windows\System32\glew32.dll', Binary was not built with debug information. The thread 'Win32 Thread' (0x1710) has exited with code 0 (0x0). The thread 'Win32 Thread' (0x16a0) has exited with code 0 (0x0). The thread 'Win32 Thread' (0x1770) has exited with code 0 (0x0). The thread 'Win32 Thread' (0x1708) has exited with code 1 (0x1). The thread 'Win32 Thread' (0x1778) has exited with code 1 (0x1). The program '[600] abc.exe: Native' has

Linker error with glew when library is statically linked

我只是一个虾纸丫 提交于 2019-12-02 05:22:51
I am trying to build an opengl project in Visual Studio 2012. I wanted to statically include glew library, so I built it from source and copied the generated glew32sd.lib to my lib directory. I gave this lib path to Visual Studio and put "glew32sd.lib" to my additional dependencies in VS. Now when I compile a sample code in main.cpp: #define GLEW_STATIC #include<GL/glew.h> int main(){ glewInit(); return 0; } I get the following error: 1> main.cpp 1>glew32sd.lib(glew.obj) : error LNK2019: unresolved external symbol __imp__glGetString@4 referenced in function _glewGetExtension@4 1>glew32sd.lib

Getting GLEW to compile in Code::Blocks

十年热恋 提交于 2019-12-02 05:08:33
问题 I'm wanting to get into and learn OpenGL in C++ and am using Code::Blocks. I was able to get freeglut to work, along with several online examples (as well as the example that ships with CB). However, when I try to include GLEW for some tutorials I'm following, I get the following compiler errors: obj\Debug\main.o||In function `RenderSceneCB':| C:\C Programs\OpenGL Test\main.cpp|12|undefined reference to `_imp____glewEnableVertexAttribArray'| C:\C Programs\OpenGL Test\main.cpp|13|undefined

Vertex shader not compiling due to a non-Ascii character?

巧了我就是萌 提交于 2019-12-02 05:00:14
问题 So I started using OpenGL with glew and GLFW to create a game engine, and I almost immediately ran into a problem when starting working with shaders: They are not being used or have no effect whatsoever if they are being used. I have been checking my code with plenty of other examples, and they all match up, nothing looks out of place, and I am starting to run out of ideas and patience (I have been trying to figure out why for nearly a month now) with this. My main core code is here: #include

Running mac os x c++ program working with OpenGL 3.3

笑着哭i 提交于 2019-12-02 03:56:58
I am running Mac OS X Sierra 10.12.6 (16G29). I am working on a macbook pro. I have installed brew and the following packages: brew install glfw3 brew install glew brew install glm Here is my c++ program: #include <iostream> #include <GLFW/glfw3.h> GLFWwindow* window; #include <GL/gl.h> int main(int argc, const char * argv[]) { if (!glfwInit()) { return -1; } glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Should be true for macOS, according to GLFW docs, to get core profile. glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // According to