Problem with linking the file
Hi
I hope you guys can help me out with a code examble from the book "Opengl Game programming".
It´s the last examble in chapter 2, where the plan is to make triangle in red, spinning on a black background.
Im using Visual C++ 6.0, but i get 15 errors while linking, the errors are:
--------------------Configuration: fshoot - Win32 Debug--------------------
Compiling...
fshoot.cpp
Linking...
fshoot.obj : error LNK2001: unresolved external symbol _gluPerspective@32
fshoot.obj : error LNK2001: unresolved external symbol __imp__glLoadIdentity@0
fshoot.obj : error LNK2001: unresolved external symbol __imp__glMatrixMode@4
fshoot.obj : error LNK2001: unresolved external symbol __imp__glViewport@16
fshoot.obj : error LNK2001: unresolved external symbol __imp__wglDeleteContext@4
fshoot.obj : error LNK2001: unresolved external symbol __imp__wglMakeCurrent@8
fshoot.obj : error LNK2001: unresolved external symbol __imp__wglCreateContext@4
fshoot.obj : error LNK2001: unresolved external symbol __imp__glEnd@0
fshoot.obj : error LNK2001: unresolved external symbol __imp__glVertex3f@12
fshoot.obj : error LNK2001: unresolved external symbol __imp__glBegin@4
fshoot.obj : error LNK2001: unresolved external symbol __imp__glColor3f@12
fshoot.obj : error LNK2001: unresolved external symbol __imp__glRotatef@16
fshoot.obj : error LNK2001: unresolved external symbol __imp__glTranslatef@12
fshoot.obj : error LNK2001: unresolved external symbol __imp__glClear@4
Debug/fshoot.exe : fatal error LNK1120: 14 unresolved externals
Error executing link.exe.
fshoot.exe - 15 error(s), 0 warning(s)
The Sourcecode:
#define WIN32_LEAN_AND_MEAN // trim the excess fat from Windows
#include <windows.h> // standard Windows app include
#include <gl/gl.h>
#include <gl/glu.h>
#include <gl/glaux.h>
///// Global Variables
float angle = 0.0f;
HDC g_HDC;
void SetupPixelFormat(HDC hDC)
{
int nPixelFormat; // your pixel format index
static PIXELFORMATDESCRIPTOR pfd = {
sizeof(PIXELFORMATDESCRIPTOR),
1,
PFD_DRAW_TO_WINDOW |
PFD_SUPPORT_OPENGL |
PFD_DOUBLEBUFFER,
PFD_TYPE_RGBA,
32,
0, 0, 0, 0, 0, 0,
0,
0,
0,
0, 0, 0, 0,
16,
0,
0,
PFD_MAIN_PLANE,
0,
0, 0, 0 };
// choose best matching pixel format, return index
nPixelFormat = ChoosePixelFormat(hDC, &pfd);
// set pixel format to device context
SetPixelFormat(hDC, nPixelFormat, &pfd);
}
// the Windows Procedure event handler
LRESULT CALLBACK WndProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam)
{
static HGLRC hRC;
static HDC hDC;
char string[] = "Hello, world!"; // text to be displayed
int width, height;
switch(message)
{
case WM_CREATE: // window is being created
hDC = GetDC(hwnd);
g_HDC = hDC;
SetupPixelFormat(hDC);
// create rendering context and make it current
hRC = wglCreateContext(hDC);
wglMakeCurrent(hDC, hRC);
return 0;
break;
case WM_CLOSE: // windows is closing
// desekect rendering context and delete it
wglMakeCurrent(hDC, NULL);
wglDeleteContext(hRC);
// send WM_QUIT to message queue
PostQuitMessage(0);
return 0;
break;
case WM_SIZE:
height = HIWORD(lParam);
width = LOWORD(lParam);
if (height==0)
{
height=1;
}
//reset the viewport to new dimensions
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// calculate aspect ratio of window
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,1.0f,1000.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
return 0;
break;
default:
break;
}
return (DefWindowProc(hwnd, message, wParam, lParam));
}
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd)
{
WNDCLASSEX windowClass; // window class
HWND hwnd; // window handle
MSG msg; // message
bool done; // flag saying when our app is complete
// fill out the window class structure
windowClass.cbSize = sizeof(WNDCLASSEX);
windowClass.style = CS_HREDRAW | CS_VREDRAW;
windowClass.lpfnWndProc = WndProc;
windowClass.cbClsExtra = 0;
windowClass.cbWndExtra = 0;
windowClass.hInstance = hInstance;
windowClass.hIcon = LoadIcon(NULL, IDI_APPLICATION); // default icon
windowClass.hCursor = LoadCursor(NULL, IDC_ARROW); // default arrow
windowClass.hbrBackground = NULL; // white background
windowClass.lpszMenuName = NULL; // no menu
windowClass.lpszClassName = "MyClass";
windowClass.hIconSm = LoadIcon(NULL, IDI_WINLOGO); // windows logo small icon
// register the windows class
if (!RegisterClassEx(&windowClass))
return 0;
// class registered, so now create our window
hwnd = CreateWindowEx(NULL, // extended style
"MyClass", // class name
"The OpenGL Window Application!", // app name
WS_OVERLAPPEDWINDOW | WS_VISIBLE | WS_SYSMENU | WS_CLIPCHILDREN | WS_CLIPSIBLINGS, // style
100, 100, // x,y coordinate
400, 400, // width, height
NULL, // handle to parent
NULL, // handle to menu
hInstance, // application instance
NULL); // no extra params
// check if window creation failed (hwnd would equal NULL)
if (!hwnd)
return 0;
ShowWindow(hwnd, SW_SHOW);
UpdateWindow(hwnd);
done = false; // intialize the loop condition variable
// main message loop
while (!done)
{
PeekMessage(&msg, hwnd, NULL, NULL, PM_REMOVE);
if (msg.message == WM_QUIT) // do we receive a WM_QUIT message?
{
done = true; // if so, time to quit the application
}
else
{
// do rendering here
// clear screen and depth buffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity(); // reset modelview matrix
angle = angle + 0.1f; // increase your rotation angle counter
if (angle >= 360.0f) // reset angle counter
angle = 0.0f;
glTranslatef(0.0f,0.0f,-5.0f); // move back 5 units
glRotatef(angle, 0.0f,0.0f,1.0f); // rotate along z-axis
glColor3f(1.0f,0.0f,0.0f); // set color to red
glBegin(GL_TRIANGLES); // draw the triangle
glVertex3f(0.0f,0.0f,0.0f);
glVertex3f(1.0f,0.0f,0.0f);
glVertex3f(1.0f,1.0f,0.0f);
glEnd();
SwapBuffers(g_HDC); // bring back buffer to foreground
TranslateMessage(&msg); // translate and dispatch to event queue
DispatchMessage(&msg);
}
}
return msg.wParam;
}
Here''s a link that will tell you how to set up MSVC for OpenGL programming:
http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=01
http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=01
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