Trying to compile the initial setup for openGL as explained in the tutorial for mac os X. It comes up with:
''Undefined symbols:_DrawGLScene _InitGL _ReSizeGLScene''
error!
Does this mean my GL framework does not work properly?
Please help if anyone has an idea?
"There can be no process-based definition of intelligence. It is a resemblance between two individuals, one real and other prototypical."
Did you remember to add the OpenGL and GLUT frameworks to your project?
I asked one of the Black Robes why the Deceiver wasn''t going to stay to defend the dam, and he tersely replied: "He goes to warn the Emperor; moving through odd angles, faster than any man, and if unobserved, much faster than that."
Elemental Engine: ryan_lurvey.tripod.com/engine.html
I asked one of the Black Robes why the Deceiver wasn''t going to stay to defend the dam, and he tersely replied: "He goes to warn the Emperor; moving through odd angles, faster than any man, and if unobserved, much faster than that."
Elemental Engine: ryan_lurvey.tripod.com/engine.html
I asked one of the Black Robes why the Deceiver wasn't going to stay to defend the dam, and he tersely replied: "He goes to warn the Emperor; moving through odd angles, faster than any man, and if unobserved, much faster than that."Elemental Engine: ryan_lurvey.tripod.com/engine.html
Don''t forget to add and check the frameworks. Having a build fail over a couple of little checkmarks is annoying.
You''ll need the OpenGL, GLUT, and Cocoa frameworks for OS X. Why Cocoa? I don''t know.
-Sta7ic
You''ll need the OpenGL, GLUT, and Cocoa frameworks for OS X. Why Cocoa? I don''t know.
-Sta7ic
quote:
Original post by Jedi of Myth
Did you remember to add the OpenGL and GLUT frameworks to your project?
I have included both GLUT and GL frameworks. I also have tried to go by one of the old posts where someone said project builder can cause problems creating additional files. So I created empty project and then created target -> Cocoa application -> named it the same as the project -> and the rest of the steps are the
same.
This time it''s given error:
/usr/lib/crt1.o illigal reference to symbol: __objcInint defined in indirectly referenced dynamic library /usr/lib/libobj.A.dylib
"There can be no process-based definition of intelligence. It is a resemblance between two individuals, one real and other prototypical."
I bounced that question off of iDevGames last week.
The OS X/PB implimentation of OpenGL uses Cocoa. Accordingly, the __objcInit linking error is due to the fact that you do not have the Cocoa framework included or activated w/ the checkbox. Add, click, link, enjoy.
-Sta7ic
The OS X/PB implimentation of OpenGL uses Cocoa. Accordingly, the __objcInit linking error is due to the fact that you do not have the Cocoa framework included or activated w/ the checkbox. Add, click, link, enjoy.
-Sta7ic
quote:
Original post by Sta7ic
I bounced that question off of iDevGames last week.
The OS X/PB implimentation of OpenGL uses Cocoa. Accordingly, the __objcInit linking error is due to the fact that you do not have the Cocoa framework included or activated w/ the checkbox. Add, click, link, enjoy.
-Sta7ic
Thanks, static, will try that. But how do I activate them? I've been including both frameworks from the beginning, but I still get the same error.
[edited by - mihuljica on August 26, 2002 11:04:31 AM]
"There can be no process-based definition of intelligence. It is a resemblance between two individuals, one real and other prototypical."
Sure am. Tried with OpenGL/gl.h , gl.h as well as <"gl.h">
Neither works.
Still doesn't like DrawGLScene, InitGL and ReSizeGLScene
[edited by - mihuljica on August 26, 2002 11:42:49 AM]
Neither works.
Still doesn't like DrawGLScene, InitGL and ReSizeGLScene
[edited by - mihuljica on August 26, 2002 11:42:49 AM]
"There can be no process-based definition of intelligence. It is a resemblance between two individuals, one real and other prototypical."
On second thought, I don''t think those functions or OGL-related. Are they defined in the source?
Yeah, those functions ARE NOT defined in the source. You have to define them yourself.
I have gotten quite a few emails about this.
I know the tutes are shit, and I havent really maintained them. I DID have a fullscreen obj-c tute that i sent off the Jeff, but I have no idea if that got to him or not.
I would recommend that you look for other tutes than mine, cuz really, they are pretty bad, and the ones that others have done are far better, and the maintainers probably know more about GL too
I tried to get Jeff to take mine down, and shove some better peoples up, but I have no idea if that message got through either :/
Anyways, in the first OSX Glut tute, DrawGL, InitGL and ResizeGL are not defined, you have to make them yourself.
ResizeGL just redoes the perspective, InitGL does some GL init stuff, like choosing the projection matrix etc, and DrawGL actually draws it. Not very difficult functions.
Hope that clears some things up about my kind of crap conversions
Raal Goff
I have gotten quite a few emails about this.
I know the tutes are shit, and I havent really maintained them. I DID have a fullscreen obj-c tute that i sent off the Jeff, but I have no idea if that got to him or not.
I would recommend that you look for other tutes than mine, cuz really, they are pretty bad, and the ones that others have done are far better, and the maintainers probably know more about GL too

I tried to get Jeff to take mine down, and shove some better peoples up, but I have no idea if that message got through either :/
Anyways, in the first OSX Glut tute, DrawGL, InitGL and ResizeGL are not defined, you have to make them yourself.
ResizeGL just redoes the perspective, InitGL does some GL init stuff, like choosing the projection matrix etc, and DrawGL actually draws it. Not very difficult functions.
Hope that clears some things up about my kind of crap conversions

Raal Goff
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