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Graphics / [SOLVED] help compilation
« on: August 10, 2007, 08:54:46 pm »
I can t compil under Visual 2008
Errors:
Code:
in linker->input i puted sfml-system.lib opengl32.lib glu32.lib
EDIT:Solved by put sfml-main.lib sfml-window.lib sfml-system.lib opengl32.lib glu32.lib
Errors:
Quote
------ Build started: Project: SFMLTEST, Configuration: Debug Win32 ------
Compiling...
SFMLTEST.cpp
Linking...
sfml-system.lib(Clock.obj) : MSIL .netmodule or module compiled with /GL found; restarting link with /LTCG; add /LTCG to the link command line to improve linker performance
LINK : warning LNK4075: ignoring '/INCREMENTAL' due to '/LTCG' specification
LINK : warning LNK4098: defaultlib 'MSVCRT' conflicts with use of other libs; use /NODEFAULTLIB:library
SFMLTEST.obj : error LNK2001: unresolved external symbol "public: virtual __thiscall sfWindow::~sfWindow(void)" (??1sfWindow@@UAE@XZ)
SFMLTEST.obj : error LNK2001: unresolved external symbol "public: void __thiscall sfWindow::Display(void)" (?Display@sfWindow@@QAEXXZ)
SFMLTEST.obj : error LNK2001: unresolved external symbol "public: bool __thiscall sfWindow::SetCurrent(void)const " (?SetCurrent@sfWindow@@QBE_NXZ)
SFMLTEST.obj : error LNK2001: unresolved external symbol "public: bool __thiscall sfWindow::GetEvent(class sfEvent &)" (?GetEvent@sfWindow@@QAE_NAAVsfEvent@@@Z)
SFMLTEST.obj : error LNK2001: unresolved external symbol "public: __thiscall sfWindow::sfWindow(class sfVideoMode,class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> > const &,bool)" (??0sfWindow@@QAE@VsfVideoMode@@ABV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@_N@Z)
SFMLTEST.obj : error LNK2001: unresolved external symbol "public: __thiscall sfVideoMode::sfVideoMode(unsigned int,unsigned int,unsigned int)" (??0sfVideoMode@@QAE@III@Z)
C:\Documents and Settings\Admin\Mes documents\Visual Studio 2008\Projects\SFMLTEST\Debug\SFMLTEST.exe : fatal error LNK1120: 6 unresolved externals
Build log was saved at "file://c:\Documents and Settings\Admin\Mes documents\Visual Studio 2008\Projects\SFMLTEST\SFMLTEST\Debug\BuildLog.htm"
SFMLTEST - 7 error(s), 2 warning(s)
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
Code:
Code: [Select]
#include <stdafx.h>
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Window.hpp>
#include <GL/gl.h>
#include <GL/glu.h>
////////////////////////////////////////////////////////////
/// Entry point of application
///
/// \return Application exit code
///
////////////////////////////////////////////////////////////
int main()
{
// Create the main window
sfWindow App(sfVideoMode(800, 600, 32), "SFML OpenGL", false);
// Create a clock for measuring time elapsed
sfClock Clock;
// Set color and depth clear value
glClearDepth(1.f);
glClearColor(0.f, 0.f, 0.f, 0.f);
// Enable Z-buffer read and write
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
// Setup a perspective projection
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(90.f, 1.f, 1.f, 500.f);
// Start game loop
bool Running = true;
while (Running)
{
// Process events
sfEvent Event;
while (App.GetEvent(Event))
{
// Close window : exit
if (Event.Type == sfEvent::Close)
Running = false;
// Escape key : exit
if ((Event.Type == sfEvent::KeyPressed) && (Event.Key.Code == sfKey::Escape))
Running = false;
// Resize event : adjust viewport
if (Event.Type == sfEvent::Resize)
glViewport(0, 0, Event.Size.Width, Event.Size.Height);
}
// Set the active window before using OpenGL commands
// It's useless here because active window is always the same,
// but don't forget it if you use multiple windows or controls
App.SetCurrent();
// Clear color and depth buffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Apply some transformations
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.f, 0.f, -200.f);
glRotatef(Clock.GetElapsedTime() * 50, 1.f, 0.f, 0.f);
glRotatef(Clock.GetElapsedTime() * 30, 0.f, 1.f, 0.f);
glRotatef(Clock.GetElapsedTime() * 90, 0.f, 0.f, 1.f);
// Draw a cube
glBegin(GL_QUADS);
glVertex3f(-50.f, -50.f, -50.f);
glVertex3f(-50.f, 50.f, -50.f);
glVertex3f( 50.f, 50.f, -50.f);
glVertex3f( 50.f, -50.f, -50.f);
glVertex3f(-50.f, -50.f, 50.f);
glVertex3f(-50.f, 50.f, 50.f);
glVertex3f( 50.f, 50.f, 50.f);
glVertex3f( 50.f, -50.f, 50.f);
glVertex3f(-50.f, -50.f, -50.f);
glVertex3f(-50.f, 50.f, -50.f);
glVertex3f(-50.f, 50.f, 50.f);
glVertex3f(-50.f, -50.f, 50.f);
glVertex3f(50.f, -50.f, -50.f);
glVertex3f(50.f, 50.f, -50.f);
glVertex3f(50.f, 50.f, 50.f);
glVertex3f(50.f, -50.f, 50.f);
glVertex3f(-50.f, -50.f, 50.f);
glVertex3f(-50.f, -50.f, -50.f);
glVertex3f( 50.f, -50.f, -50.f);
glVertex3f( 50.f, -50.f, 50.f);
glVertex3f(-50.f, 50.f, 50.f);
glVertex3f(-50.f, 50.f, -50.f);
glVertex3f( 50.f, 50.f, -50.f);
glVertex3f( 50.f, 50.f, 50.f);
glEnd();
// Finally, display rendered frame on screen
App.Display();
}
return EXIT_SUCCESS;
}
in linker->input i puted sfml-system.lib opengl32.lib glu32.lib
EDIT:Solved by put sfml-main.lib sfml-window.lib sfml-system.lib opengl32.lib glu32.lib