GLEW Linker Error - opengl

I am following along with tutorials on the site, http://openglbook.com/, and I have run into a problem I cannot solve. In the second tutorial, they begin using shaders. After entering in their code, I get linking errors such as,
"[Linker error] undefined reference to '_ imp____glewGenVertexArrarys'"
as well as a lot of others. My development environment is Dev-C++. I have linked against glew32.lib, but it still fails to recognize some of the GLEW functions. I have been able to utilize some functions from the GLEW library, but when it comes to these shaders, something is going wrong and I cannot figure out why. Any help would be much appreciated.

I recently had a similar problem with glew and VS 2010.
I can't remember the link that said it but I think they talked about statically linking glew by defining the makro GLEW_STATIC.
Btw for me the solution was to recompile GLEW from source on my own.
EDIT
I think I found the link: http://www.gamedev.net/topic/462433-glew-and-mingw/

Related

Can't compile glew when using it via my own library : CodeLite

I have edited out a lot of my original situation to try keep things simple; it can be seen in the revisions.
Basically I have been following a tutorial in which a game engine is being created.
Most of the code has been separated into its own CodeLite project and successfully compiled into a static library (libbengine.a using mingw32 via TDM-GCC-32).
(For the record, the code compiled fine before separation)
Back in the main game code (main.cpp, etc) the compiler knows the relevant include and lib directories and compilation can at least locate the necessary headers and lib.
However, I get this error: undefined reference to '__glewCreateProgram'
Any ideas as to what is getting lost in translation (so-to-speak)?
I have been reading around all over the place; researching compilation, static libraries, ar.exe, but am having no luck (I am still looking).
If you want any more pertinent information, I will happily provide it; for now I shan't clog up the post any further.
Cheers
To give a basic idea of the error in CodeLite:
Main project linker settings:
bengine project linker settings (compiled as static lib.a):
It seems the problem was solely with linking order. As can be seen in the second image in my question (Main linker setting) - "Bengine" should have been at the top of the list, not the bottom.
This may be mingw32 specific; I am not sure.
Well, after all those hours, I feel somewhat foolish...
At least I have learned some things along the way.

problems with dynamically linked libraries

Problem:
When I try to open some applications I get errors from the linker like this:
/usr/lib/x86_64-linux-gnu/libpoppler-qt5.so.1: undefined symbol: _ZN6QDebugD1Ev
Some applications affected are
texstudio shows
/usr/lib/x86_64-linux-gnu/libpoppler-qt5.so.1: undefined symbol: _ZN6QDebugD1Ev
IPython's qtconsole shows
/usr/lib/python3.5/site-packages/PyQt5/QtCore.so: undefined symbol: _ZNK12QStorageInfo11displayNameEv
konsole (KDE's terminal emulator - I'm using Unity though) shows
/usr/lib/x86_64-linux-gnu/libKF5ItemViews.so.5: undefined symbol: ...
granatier (a KDE game), KSysguard and KAddressbook also show errors in KF5 libraries
VLC seems to be affected too since it says there is something wrong with Qt 4 (see below). However it doesn't ecplicitely say it's a linking problem.
It seems to be a problem with dynamic linking and I my guess would be that the problem is in the libraries
Qt
all of this errors seem to come from Qt linked libraries ("Qt" appears in most filenames and most symbol names). AFAIK KDE ist baed on Qt, which would explain why all KDE applications fail.
It seems to affect both Qt 4 and 5
I also had a similar problem with ssl but it went away eventually (maybe an update).
I'm using ld 2.25
Why I'm asking here
I realize that my Question is not about programming. The help center states that
Questions about general computing hardware and software are off-topic for Stack Overflow unless they directly involve tools used primarily for programming.
This seems to be a problem with the linker / the dynamic libraries so I would say it kind of involves programming tools.
If you disagree please spare the downvotes and write a comment explaining you POV.
Okay, this kind of problems happen a lot if you switch to 'unstable'.
What you need to do is downgrade all of your packages back to 'stable'. Modifying sources.list wouldn't be enough, you also need to change priorities.
Look this thread: https://unix.stackexchange.com/questions/117122/how-to-get-back-from-testing-to-stable-kernel-downgrade
Ok, so it seems the source of the problem was that I had Qt linked libraries like libQt5Core.so.5 in /usr/local/lib. When I remove them everything worked again.
I've read that the package manager doesn't put any libraries there, so it was probably me who did a dumb mistake. It looks like it wasn't a programming problem at all in the end.

Linking errors with MinGW and FLTK

I know very little about C++, I'm used to Java where compiling is so simple! Anyways, I'm trying to use Eclipse Kepler to write a program that implements the FLTK graphics library. I think my compiler is MinGW. Here is what it prints out when I build the program:
http://hastebin.com/jefepobula.vbs
Here is the code (it is the example code from FLTK's documentation):
http://hastebin.com/fujafuyiqa.coffee
I really appreciate any help with this. It's been very frustrating for me and my friend. Like I said, C++ is pretty overwhelming for me as far as the steps it takes just to run your code.
Again, thanks!
Linker reports missing symbols. Looks like it can't find COMCTRL32 and UUID libraries.

OpenGL Red Book example 1-1 error LNK2019; Problems with GLUT and GLEW, as well as many default libs

I got the Red book to expand my currently small knowledge on OpenGL, but the first tutorial is giving me nightmarish problems. You've seen a few of these, I know, but I've got LoadShaders.cpp pointed to and /NODEFAULTLIB set to yes in the project settings, and it has all come down to this last bunch of errors, all or most LNK2019's.
http://pastebin.com/2tTUtiUc Is where you can see the errors. I don't know if I should paste the code here, as you may have already seen it.
One more thing, I tried what the other posters said resolved it for them, but it doesn't resolve it for me.
You should post less complain and more details, so others can do more to help. LNK2019 usually means you are having problem with the linking phase. problems might be:
did you put the .lib file under link path? can linkers find them?
linking parameter details , could it be related with:
one of the third-party libraries was not set to /MT in release (but it was /MTd in debug) - changing that flag made it all work.
lastly, working directly from working examples instead of set them up all yourselves.
start from Working Excample, get code directly there.
OK, this is wierd to me, but pointing the linker to glew32.lib and freeglut.lib and disabling libcmtd.lib seemed to fix the problem. After that, I can build it with no problem. So, just to repeat, Additional dependencies is set to only glew32.lib and freeglut.lib, and ignore default libraries is set to no, and ignore libcmtd.lib.

Build errors w/ GLee (GL Easy Extension Library)

Using Code::Blocks w/ mingw, and trying to use GLee for some OpenGL on windows. I'm getting the following build errors:
GLee.c|60|undefined reference to `_wglGetProcAddress#4'
GLee.c|10748|undefined reference to `_wglGetProcAddress#4'
GLee.c|10751|undefined reference to `_wglGetCurrentDC#0'
GLee.c|10797|undefined reference to `_glGetString#4'
GLee.c|10910|undefined reference to `_glGetString#4'
GLee.c|10976|undefined reference to `_glGetString#4'
And I'm just including GLee likes so (with GLee.c, not the .dll):
#include "GLee.h"
According to Ben Woodhouse, GLee is "written in pure ANSI C, so any C or C++ compiler should work. You can include the source files in your projects directly or compile them into a library", so I should be having no problems.
Google didn't give me much on this, so I'm hoping some OpenGL vets (or anyone familiar with GLee) out there can point me in the right direction.
It looks like you need to link your application against the OpenGL libraries (specifically Opengl32.lib) which will provide the functions that you are missing. Perhaps the OpenGL FAQ might be of help in figuring this out.