linking error
AUX_RGBImageRec *LoadBMP(char *Filename) // Loads A Bitmap Image
{
FILE *File=NULL; // File Handle
if (!Filename) // Make Sure A Filename Was Given
{
return NULL; // If Not Return NULL
}
File=fopen(Filename,"r"); // Check To See If The File Exists
if (File) // Does The File Exist?
{
fclose(File); // Close The Handle
return auxDIBImageLoad(Filename); // Load The Bitmap And Return A Pointer
}
return NULL; // If Load Failed Return NULL
}
int LoadGLTextures() // Load Bitmaps And Convert To Textures
{
int Status=FALSE; // Status Indicator
AUX_RGBImageRec *TextureImage[1]; // Create Storage Space For The Texture
memset(TextureImage,0,sizeof(void *)*1); // Set The Pointer To NULL
// Load The Bitmap, Check For Errors, If Bitmap''s Not Found Quit
if (TextureImage[0]=LoadBMP("Data/Wall.bmp"))
{
Status=TRUE; // Set The Status To TRUE
glGenTextures(1, &texture[0]); // Create The Texture
// Typical Texture Generation Using Data From The Bitmap
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
}
if (TextureImage[0]) // If Texture Exists
{
if (TextureImage[0]->data) // If Texture Image Exists
{
free(TextureImage[0]->data); // Free The Texture Image Memory
}
free(TextureImage[0]); // Free The Image Structure
}
return Status; // Return The Status
}
this is my code for rendering a wall.bmp onto a cube....
I''m stuck with this linking error when i try to compile my pgm....
3D Cube.obj : error LNK2001: unresolved external symbol _auxDIBImageLoadA@4
Debug/3D Cube.exe : fatal error LNK1120: 1 unresolved externals
Error executing link.exe.
Can anyone help???
Thanks in advance...
December 18, 2001 06:03 PM
It sounds like what the last person suggested. You aren''t linking glaux.lib
I''ve found that LNK2001 usually means I''ve forgotten to link to a library.
Linking to a library is really easy to do if you are using VC++ Just go into the Project menu and choose settings.
Next choose the Link tab.
In the dialog box labeled Object/Library models insert glaux.lib
There you have it.
T-Lann
I''ve found that LNK2001 usually means I''ve forgotten to link to a library.
Linking to a library is really easy to do if you are using VC++ Just go into the Project menu and choose settings.
Next choose the Link tab.
In the dialog box labeled Object/Library models insert glaux.lib
There you have it.
T-Lann
whose compiler are using?? if you''re using Borland''s compiler, you need to get yourself the Borland version of glaux.lib. this is a messy matter, by the way. so if you do have a Borland compiler, let me know and i''ll tell you what i did to get it to work.
keep cool
keep cool

for loading graphics, i higly reccomend useing devil
openil.sourceforge.net
:::: example ::::
unsigned int loadtex(char*name) {
unsigned int img,texture;
ilGenImages(1, &img);
ilBindImage(img);
ilLoadImage(name);
texture = ilutGLBindMipmaps();
ilDeleteImages(1, &img);
return texture;
}
//on init call
glEnable(GL_TEXTUE_2D);
texture = loadtex("gfx.jpg");
//in draw code call
glBindTexture(GL_TEXTURE_2D,texture);
DrawModel();
openil.sourceforge.net
:::: example ::::
unsigned int loadtex(char*name) {
unsigned int img,texture;
ilGenImages(1, &img);
ilBindImage(img);
ilLoadImage(name);
texture = ilutGLBindMipmaps();
ilDeleteImages(1, &img);
return texture;
}
//on init call
glEnable(GL_TEXTUE_2D);
texture = loadtex("gfx.jpg");
//in draw code call
glBindTexture(GL_TEXTURE_2D,texture);
DrawModel();
www.EberKain.comThere it is, Television, Look Listen Kneel Pray.
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