I\'m new to this site, and relatively new to programming. I\'ve been doing some C++ programming for a while using Visual Studio 2010, and I wanted to get into OpenGL, so I bough
@ScottMcP-MVP 's answer solved my problem, but I thought I'd add some detail that doesn't really fit in the comment.
My solution:
In x86
, put the 32-bit versions of GLut, GLew and anything else you need.
In x64
, put the 64-bit versions of same.
I went ahead and put all .dll
, .lib
, and .h
in the corresponding folders here rather than placing them in the Windows SDK (Or, in Win7+, the "Windows Kits" folder) to ensure that my projects in SVN had the correct version, and checking out on another machine would retrieve all dependencies. This required adding the include
and target-specific lib
folders to the project properties:
Set your Include Directories
field to
$(SolutionDir)ThirdParty\Include\;$(IncludePath)
And your Library Directories
field to
$(SolutionDir)\ThirdParty\$(PlatformTarget)\lib\;$(LibraryPath)
Note that all of these should be applied to the "All Platforms" build configuration. The $(PlatformTarget)
macro will make sure that the correct lib's and dll's are used. The include
folder is target-agnostic, so I've placed it in the root of my ThirdParty
folder.
To get the required files into your output folder, add the following post-build event to your project configuration (under "All platforms"):
xcopy $(SolutionDir)ThirdParty\$(PlatformTarget)\*.dll $(OutputPath) /Y
That will copy the correct version of the DLLs to your output folder on build. This keeps you from having to manually put the DLLs in our output folder, and is more compatible with source control where you typically don't want to include your output, bin or debug folders.
Once I had all of this configured, I created a VC OpenGL project template since getting everything configured took 30 minutes of my life I'd rather have back.