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squall
09-16-2004, 02:47 AM
hi all
i get this error

--------------------Configuration: main - Win32 Debug--------------------
Linking...
main.obj : error LNK2001: unresolved external symbol "public: __thiscall aShaderManager::aShaderManager(void)" (??0aShaderManager@@QAE@XZ)
main.obj : error LNK2001: unresolved external symbol "public: __thiscall aShaderManager::~aShaderManager(void)" (??1aShaderManager@@QAE@XZ)
main.obj : error LNK2001: unresolved external symbol "public: class aShaderObject * __thiscall aShaderManager::loadfromMemory(char const *,char const *)" (?loadfromMemory@aShaderManager@@QAEPAVaShaderObje ct@@PBD0@Z)
main.obj : error LNK2001: unresolved external symbol "public: void __thiscall aShaderObject::end(void)" (?end@aShaderObject@@QAEXXZ)
main.obj : error LNK2001: unresolved external symbol "public: void __thiscall aShaderObject::begin(void)" (?begin@aShaderObject@@QAEXXZ)
LIBCD.lib(crt0.obj) : error LNK2001: unresolved external symbol _main
Debug/main.exe : fatal error LNK1120: 6 unresolved externals
Error executing link.exe.

main.exe - 7 error(s), 0 warning(s)
when i try to compile this code


// ************************************************** **
// Simple program to test GLSL Shaders
//
// This Program shows how to load a Shader from memory
//
// Implement the functions:
// AppInit() to initialize
// AppExit() to clean up
// and DrawFrame() to draw one frame
// ************************************************** **
#include <windows.h>
#include "../cwc/aGLSL.h"
#include <GL/glut.h>
#include <GL/gl.h>

aShaderManager shadermanager;
aShaderObject* shader;

static const char* myVertexShader =
"void main(void) \n"
"{ \n"
" vec4 a = vec4(1.0,0.5,1.0,1.0) * gl_Vertex; \n"
" gl_Position = gl_ModelViewProjectionMatrix * a; \n"
"} \n\0";

static const char* myFragmentShader =
"void main (void) \n"
"{ \n"
" gl_FragColor = vec4 (0.0, 1.0, 0.0, 1.0); \n"
"} \n\0";

//************************************************** ***********
// at the time of App init, glut is already initialized
// and standard OpenGL settings are done. You could test
// extensions etc now!

void AppInit(void)
{
shader = shadermanager.loadfromMemory(myVertexShader,myFrag mentShader);

if (shader==0)
{
std::cout << "error: can't init shader!\n";
exit(-1);
}

//shader = shadermanager.loadfromFile("test.vert","test.frag");
}

//************************************************** ***********
//Draw one Frame (don't Swap Buffers)
void DrawFrame(void)
{
shader->begin();
glutSolidTeapot(1.5);
shader->end();
}


//************************************************** ***********
// use App Exit to clean up
void AppExit(void)
{

}

//************************************************** ***********thank you all for any reply :)
bye!

yongs
09-16-2004, 05:24 AM
Hi squall!!

May I ask you somthing..??

Are you write code about construct functions

body??

and the others...(Error list)

Tom Nuydens
09-16-2004, 06:29 AM
Those aren't GLSL errors, they're C++ compiler errors, and this is not the forum to discuss them in.

-- Tom