问题
I am using Eclipse, I had originally downloaded the binary from the website until someone pointed out that I needed to build it from source to make it work with mingw, so I did and I got these files: glew32.dll, libglew32.a, and libglew32.dll.a
I dropped the glew32.dll into the debug folder, and linked the libraries but it did not work.
The weird part: GLenum status = glewInit();
works but glClearColor
and glClear
do not work and I get a undefined reference to error when I try to call them.
Please see these screenshots: http://imgur.com/a/L8iNb and http://imgur.com/a/nYoWD
C++.cpp
#include <iostream>
#include "classHeaders\display.h"
#include "GL\glew.h"
int main(int argv, char** args){
display x(800,600,"something");
while(!x.isClosed()){
glClearColor(0.0f,0.15f,0.3f,1.0f); //undefined reference to ERROR here
glClear(GL_COLOR_BUFFER_BIT); //undefined reference to ERROR here
x.Update();
}
return 0;
}
display.cpp
#include "classHeaders\display.h"
#include "GL\glew.h"
#include <iostream>
display::display(int width, int height, const std::string& title){
SDL_Init(SDL_INIT_EVERYTHING);
SDL_GL_SetAttribute(SDL_GL_RED_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE,32);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER,1);
m_window = SDL_CreateWindow(title.c_str(),SDL_WINDOWPOS_CENTERED,SDL_WINDOWPOS_CENTERED,width,height, SDL_WINDOW_OPENGL);
m_glContext = SDL_GL_CreateContext(m_window);
GLenum status = glewInit(); //NO ERRORS OCCUR
if(status != GLEW_OK){
std::cerr << "glew failed to initialize" << std::endl;
}
m_isClosed = false;
}
display::~display(){
SDL_GL_DeleteContext(m_glContext);
SDL_DestroyWindow(m_window);
SDL_Quit();
}
bool display::isClosed(){
return m_isClosed;
}
void display::Update(){
SDL_GL_SwapWindow(m_window);
SDL_Event e;
while(SDL_PollEvent(&e)){
if(e.type == SDL_QUIT){
m_isClosed = true;
}
}
}
display.h
#ifndef DISPLAY_H_
#define DISPLAY_H_
#include <string>
#include "SDL2\SDL.h"
#undef main /*need to put this in or else it gives me "undefined reference to WinMain" ERROR*/
class display{
public:
display(int width, int height, const std::string& title);
void Update();
bool isClosed();
virtual ~display();
private:
display(const display& other){}
display& operator=(const display& other){}
SDL_Window* m_window;
SDL_GLContext m_glContext;
bool m_isClosed;
};
#endif /* DISPLAY_H_ */
回答1:
To set up GLEW, a current OpenGL Context is needed (see Creating an OpenGL Context (WGL) for more information).
Create OpenGL context and window
A OpenGL Context and a window can easily created by SDL, GLFW or GLUT (see Initializing GLEW for more information).
Initilize SDL
If you are using SDL you have to create the window and you have to create the OpenGL context.
SDL_Window *window = SDL_CreateWindow(""OGL window", SDL_WINDOWPOS_CENTERED,SDL_WINDOWPOS_CENTERED, width, height, SDL_WINDOW_OPENGL );
SDL_GLContext glContext = SDL_GL_CreateContext( window );
Note, you should check for errors with SDL_GetError.
The OpenGL context has to become the current context before you use it. Use SDL_GL_MakeCurrent therefor.
SDL_GL_MakeCurrent( window, glContext );
Initilize GLUT
To set up GLUT you have to use glutInit and can follow the instructions of initializing glew.
glutInit(&argc, argv);
glutCreateWindow("OGL window");
Initilize GLFW
Note, glfwInit returns GLFW_TRUE
if succeded:
if ( glfwInit() != GLFW_TRUE )
return;
GLFWwindow *wnd = glfwCreateWindow( width, height, "OGL window", nullptr, nullptr );
if ( wnd == nullptr )
{
glfwTerminate();
return;
}
glfwMakeContextCurrent( wnd );
After you have created an OpenGL Context and you have made it become the current context, you have to initialize glew.
Set up GLEW
Note that glewInit returns GLEW_OK
if succeded:
if ( glewInit() != GLEW_OK )
return;
To link the GLEW library correctly you have to set up proper preprocessor definitions:
On Windows, you also need to define the
GLEW_STATIC
preprocessor token when building a static library or executable, and theGLEW_BUILD
preprocessor token when building a dll
See also the answer to GLEW Linker Errors (undefined reference to `__glewBindVertexArray')
回答2:
So basically to solve this problem you want to download the source from the glew website and compiler it yourself. You use the command prompt to get in the directory of the folder you downloaded and execute these commands line by line in order:
gcc -DGLEW_NO_GLU -O2 -Wall -W -Iinclude -DGLEW_BUILD -o src/glew.o -c src/glew.c
gcc -nostdlib -shared -Wl,-soname,libglew32.dll -Wl,--out-implib,lib/libglew32.dll.a -o lib/glew32.dll src/glew.o -L/mingw/lib -lglu32 -lopengl32 -lgdi32 -luser32 -lkernel32
and finnally:
gcc-ar cr lib/libglew32.a src/glew.o (though the "gcc-" may not be needed, it was for me)
Once you're done with that left click on your project and go to Properties, then under C/C++ Build go to settings, then under MinGW C++ Linker click in Libraries. Once you're there make sure your Library search path is correct (the place where Eclipse looks for your libraries) then in Libraries enter these one by one: glew32 opengl32 glu32 glew32.dll SDL2 SDL2main SDL2_test
Also when you compiled from source there should be a glew32 with a .dll
not a .a
extension in your lib folder inside the glew folder you downloaded from the website, drop that in into your debug (where your .exe
is created). Do the same for the .dll
not the .dll.a
for SDL and also make sure you have your include folders for both glew and SDL set up under the GCC C++ Compiler (also under your settings for the C/C++ Builder). It should work now.
来源:https://stackoverflow.com/questions/45473091/undefined-reference-when-using-glew-and-mingw