glew

Cannot deploy GLFW 3.2

烂漫一生 提交于 2019-12-21 02:34:29
问题 So this one is a doozie; I've got a pretty large OpenGL solution, written in version 3.2 core with GLSL 1.5 in Windows 7. I am using GLEW and GLM as helper libraries. When I create a window, I am using the following lines: // Initialize main window glewExperimental = GL_TRUE; glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3); // Use OpenGL Core v3.2 glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 2); glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); if(!glfwOpenWindow(Game:

Fragment shader inexplicable bahaviour

℡╲_俬逩灬. 提交于 2019-12-20 07:16:59
问题 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

linking to glew in c

十年热恋 提交于 2019-12-19 04:04:11
问题 I can't link properly to glew. I have done: #define GLEW_STATIC #include "glew/glew.h" #pragma comment(lib, "glew/glew32s.lib") However, I still get the error: LNK2019: unresolved external symbol __glewGenBuffersARB referenced in function initialize 回答1: Save yourself a lot of trouble and just put the glew.c file into your project. I never bother with linking to a glew library externally. Once you have that in there, the GLEW_STATIC macro will work. It's only one file, and (if this matters to

glCreateShader is crashing

女生的网名这么多〃 提交于 2019-12-18 14:11:28
问题 I should have the newest version of Glew and Glut so that shouldn't be the problem. Everything should be linked, and I'm using MS visual studio 2010. My program compiles but when I get to glCreateShader(GL_FRAGMENT_SHADER) it show an error: "0xC0000005: Access violation." my program: #include <GL\glew.h> #include <GL\glut.h> #include <stdio.h> #include <stdlib.h> GLuint program; static char* readShaderSource(const char * shaderFile) { FILE* fp = fopen(shaderFile, "r"); char* buf; long size;

OpenGL + GLEW + MinGW application linking issue

泄露秘密 提交于 2019-12-18 08:49:27
问题 I'm getting some undefined references when building my project. Here's the build log: **** Build of configuration Debug for project test **** **** Internal Builder is used for build **** g++ -O0 -g3 -Wall -c -fmessage-length=0 -o src\main.o ..\src\main.cpp g++ -O0 -g3 -Wall -c -fmessage-length=0 -o src\test.o ..\src\test.cpp g++ -O0 -g3 -Wall -c -fmessage-length=0 -o src\window.o ..\src\window.cpp ..\src\window.cpp: In member function 'void Window::StartRenderContext()': ..\src\window.cpp:150

Failed to Initialize GLEW. Missing GL version

戏子无情 提交于 2019-12-18 03:50:09
问题 I've tried to set up SFML 2.0 with the latest version of the qt creator, I've set up SFML right and I imported a small game I wrote in visual studio. Upon compilation, I get this: What I tried Reinstalling the entire qt SDK and qt creator IDE from scratch Reinstalling SFML reinstalling mingw I tried to write a simple program to make sure it's not my code, the program compiles correctly but when I close the application, I get OpenGL errors which is not normal I tried posting a thread on the

How to use GLEW with MinGW [duplicate]

元气小坏坏 提交于 2019-12-17 16:57:15
问题 This question already has answers here : What is an undefined reference/unresolved external symbol error and how do I fix it? (32 answers) Closed 4 years ago . I was trying to use glew32.lib file to link in my project, than I compile Glew source by myself to get glew.a file. Now, I have these link errors in my project: g++ -o Chapter10(OpenCLTest).exe src\Chapter10(OpenCLTest).o -lopengl32 -lglew -lglut32 -lglu32 -lopencl src\Chapter10(OpenCLTest).o:Chapter10(OpenCLTest).cpp:(.text+0x167):

Using GLEW to use OpenGL extensions under Windows

依然范特西╮ 提交于 2019-12-17 07:14:10
问题 I've been using OpenGL extensions on Windows the painful way. Is GLEW the easier way to go? How do I get started with it? 回答1: Yes, the OpenGL Extension Wrangler Library (GLEW) is a painless way to use OpenGL extensions on Windows. Here's how to get started on it: Identify the OpenGL extension and the extension APIs you wish to use. OpenGL extensions are listed in the OpenGL Extension Registry. Check if your graphic card supports the extensions you wish to use. Download and install the latest

OpenGL shaders don't link with shader program

风流意气都作罢 提交于 2019-12-14 03:49:09
问题 I am trying to add shaders with GLFW/GLEW. I am getting an error that the shaders are loaded but they don't have valid object code. This is the code I have for loading the shaders: class SHADER { public: void LoadShaders(const char *vertexFile, const char *fragmentFile); char *vertexShader; char *fragmentShader; private: int Load(const char *filename, char*&shaderSource); fstream file; }; int SHADER::Load(const char *filename, char *&shaderSource) { file.open(filename, ios::in); if(file.is

gl.h included before glew, but GLFW needs gl.h

点点圈 提交于 2019-12-14 01:26:13
问题 I remember that the way you order your #include-s matter. Well, I'm in a bit on trouble. I have these two headers: #include <gl/glfw.h> #include <gl/glew.h> If I run that, I get an error saying that gl.h is included before glew.h. But If I reverse the order of those two so that glew.h is first, I get a LOT of errors. I was just thinking of hunting down what the #define-s mean so I could just say for me: #define whatineed 0x0000x. How can I fix this problem with the headers arrangement. Is the