hi all
i get this error
when i try to compile this codeCode :--------------------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@@QAEPAVaShaderObject@@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)
thank you all for any replyCode :// **************************************************** // 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,myFragmentShader); 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) { } //*************************************************************![]()
bye!



