I am using Visual Studio 2015 Community Edition in C++. I just got done setting up the newest version of Boost v1.61.0 and boost seems to be working fine. I did this in advance since some of the functionality in Assimp depends on the Boost library. I have downloaded the newest version of Assimp 3.2 from here Assimp which is source only. I've read through the documentations, I've, searched here at stack, done google searches and even looked on youtube for how to build this from source code in Visual Studio and I am not able to find anything. Does anyone know the proper procedure to do this? Remember I am not using nor do I have CMake. It does not matter if I create a DLL or Lib. I can link either dynamically or statically; I just want to be able to use the newest version of Assimp in my OpenGL projects.
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I'm trying to work on my frist c++ App and would like to include the library libgeotiff:
https://github.com/OSGeo/libgeotiff
I just downloaded Visual Studio and created a new projekt:
Next, I downloaded the libraries libgeotiff (link above) and PROJ (link) from github.com and put them next to my project.
I also downloaded the library "libtiff" from the following link and Installed the newest version of sqlite3 (I hope I installed it correctly).
What do I have to do in order to use the library libgeotiff? Do I need to install all the libraries I have downloaded somehow? How do I install them? How do I "import" them into my project after installation? When can I write #inlcude <geotiff.h> into my code?
After spending hours on the internet trying to figure out how it works I feel overwhelmed. I have the impression, that there are dozens of ways to include the libraries but none of them seem to work for me. Could someone write a short step by step guide?
Thanks
I am trying to build GSL as a library(DLL,lib) to use with my application. I have tested both GSL ports(gladman) to VS and CMake route and I do not want to go that path due to various reasons.
Currently I am using nuget version and I am not too happy about it as some functions are missing. I want to build it myself to be absolutely sure about what I am getting. The objective is to build four set of dll and libs---win32, win32d, win64 and win64d.
I know that from a MinGW library I can build lib file(for VS2015) and thereafter dll using Microsoft LIB tool if I have DEF file available.
My open source experience is very limited. Till now I have successfully built gsl for MinGW using ./config, make, make install. But I am not finding any DEF file generated and I do not know how to utilize this build to generate required DEF and dll to be used with Microsoft Visual Studio 2015.
Thank you
Building and linking has always been a pain for me as well. For mac, I use Homebrew, which downloads frameworks and libraries through a simple one-line-command in the terminal. I would then simply add the library into my program by adding the directory of the libs necessary. In XCode, there was an "add framework/library"-button where I added the directories, but I'm sure there's an analogue in VS.
However, you seem to be using Windows (so Homebrew will not work). I searched the web for Windows versions of Homebrew, and it seems that Scoop is pretty similar. You might want to check that out.
Hope this helped, despite me using different tools :)
Some necessary background:
Libnice (p2p library) was meant to be compiled using 2.28 Glib (here's win32 compilation readme https://github.com/jcaden/libnice/blob/master/README.win32),
BUT the official example
(this one http://cgit.collabora.com/git/user/kakaroto/libnice.git/plain/examples/sdp-example.c),
implementing compiled before libnice, obviously was written using latest glib stuff.
I assume, it is possible to rewrite example for the older one, but latest glib is more elegant and cool all around, that's why I got a wish to use it.
Now, my question:
While trying to compile Libnice using latest GLib (got it from here http://www.gtk.org/download/win32.php) for win32, using Visual Studio 2010, I encounter some syntax errors (Many of them).
You can see log here https://gist.github.com/anonymous/71e2a80e57eb4b8ae6c1
Is it fixable, and how?
P.S: to use latest GLib, I downloaded same stuff, that was described in readme; i.e Glib dev and runtime and zlib and gettext runtime.
Ever since I picked up SDL (which was not too long ago), I have used Code::Blocks with MinGW to develop... on Windows. Setting it up for SDL 1.2 was easy and quick.
Now I want to start with OpenGL 3.2, and since I already know SDL, I thought using it for OpenGL would be logical. So I downloaded SDL 2.0, which supports OpenGL 3.x, and tried to build the libraries.
I tried to make install with Cygwin, but it did not configure because I am on Windows. To get the .lib and .dll files, I followed the VisualC instructions and was able to generate them.
But I was pretty sure I wouldn't be able to use the *.lib files with MinGW. I couldn't.
So I tried to use reimp to convert the *.lib files to *.a. It did not work, all libraries were found to be "corrupt". Even glew32.lib which I downloaded and did not build myself. I am quite lost.
Can I even get it to work with MinGW, or do I have to switch to VisualStudio?
(I don't even know if VC++ 2010 Express Edition will be usable. The only reason I was able to build the VisualC libraries is because I used the Visual Studio Pro Trial. VC++ 2010 was not letting me do so earlier.)
Update:
I used MSYS to build the *.a and *.dll.a for both SDL 2.0 and GLEW. My project was linked properly and built without any problems. But, I am unable to run it.
I get the error "The application was unable to start correctly (0xc00007b)".
I know this problem is due to incorrect *.dll files. I have linked all the *.dll.a files I built, and I don't know why this problem is occurring.
What am I doing wrong?
(Here is the pastebin of the test program I wrote, but I doubt that the present problem is with the code.)
Update v2:
I solved it. I just put the *.dll files into the System32 folder, as well as the SysWOW64 folder.
Then, I just had to debug my code. Currently, you can't simply call SDL_Init(SDL_INIT_EVERYTHING) because there is no haptic support.
Now that I've got my stuff working, I'll get to developing. Thanks for your help.
You might want to try installing MSYS, which will provide you with a bash shell and the utilities for building a library on Windows.
using the arcsynthesis opengl tutorial and I'm trying to build the unofficial sdk that the examples use, per the instructions here: http://glsdk.sourceforge.net/docs/html/pg_build.html#page_build_libs . (I'm using code::blocks and the gnu gcc compiler, and 0.4.0 of the unofficial sdk) It's not working, I get this error:
C:\libs\c\glsdk_0.4.0\glload\source\wgll_ext_base.h|29|error: redefinition of typedef 'GLenum'|
C:\libs\c\glsdk_0.4.0\glload\source\gll_gl_ext_base.h|27|note: previous declaration of 'GLenum' was here|
repeated several times for other sybmols, including GLBoolean, GLBitField, etc. since I'm pretty sure I'm not supposed to fix this by actually modifying the sdk I'm assuming it's a build/linker muckup on my part, but I'm only using the workspace that premake4 generated, not rolling my own or anything.
arcsynthesis opengl tutorial and I'm trying to build the unofficial sdk that the examples use, per the instructions here: http://glsdk.sourceforge.net/docs/html/pg_build.html#page_build_libs .
The Tutorial distribution comes with the SDK; it's in the folder called glsdk. You aren't supposed to download the SDK from the SDK site. The Tutorial build instruction explain how to build it.
Also, the 0.4.0 version is somewhat old; there was a build problem with Code::Blocks (and probably other builds). The most recent release is 0.4.2, which should work.
Follow the premake instructions for vs2010
In Code::Blocks, go to file-->import project-->Microsoft Visual Studio Solution
Import openglsdk.sln from the directory where you placed the sdk files
Now the sdk will be available as a workspace in Code::Blocks. As of this post, the Unofficial OpenGL SDK is version 0.50. I answered this with step by step directions because I couldn't find any for Code::Blocks, and some people just beginning to learn OpenGL may need a little guidance.