问题描述
我已经多次构建了glew lib.我的最后一次构建删除了对所有着色器函数的未定义引用,例如 glCreateShader()
.我认为这个版本是正确的,因为我发现 Code:Blocks
可以打开 Visual Studio 6.0 项目,所以它为我准备了一切.
I have built the glew lib so many times. My last build removed the undefined references to all the shader functions such as glCreateShader()
. I think this build is the correct one cause I found out that Code:Blocks
can open Visual Studio 6.0 projects so it had everything laid out for me.
我可以在不调用 glewInit()
的情况下编译我的应用程序,但是当 glCreateShader()
被调用时它会导致一个 SEGFAULT.这是由于未初始化发光引起的.
I can compile my app without calling glewInit()
but it results in a SEGFAULT right when glCreateShader()
is called. Which is caused by not Initializing glew.
我需要打开它但它不会让我XD
I need to turn it on but it wont let me XD
链接:mingw32、glew32、opengl32、glu32、glut32
links: mingw32, glew32, opengl32, glu32, glut32
IDE:代码::块
编译器:MinGW32
Compiler:MinGW32
推荐答案
省去很多麻烦,只需将 glew.c
直接添加到您的项目中即可.我不明白为什么人们如此努力地从外部链接到它.许可证是友好的,它只是一个源文件.只记得#define GLEW_STATIC
.
Save yourself a lot of trouble and just add the glew.c
to your project directly. I do not understand why people fight so hard to link to it externally. The license is friendly, and it is only one source file. Just remember to #define GLEW_STATIC
.
这篇关于对 `_imp__glewInit@0' 的未定义引用的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持跟版网!