I was perhaps a bit too brief. I did mention cmake, and the idea is that you can make cmake to produce VS solution with proper project dependencies. You make all executable projects depend on the libraries they need. You can even do this with both libraries which you include as part of your source, and also with external libraries which are located during cmake configuration step. I see no reason why a build should end in an error due to missing dependency. Such errors should be reported by the meta build tool, which should also do some effort to locate the libraries during configure step.
Originally Posted by thekend
Originally Posted by TheFritz
Thanks TheFritz, this solved my problem with building the tutorials in Visual Studio . Another thing to keep in mind, make sure you set your startup project (right-click project in Solution Explorer and click Set as Startup Project)to the tutorial you are trying to view. Otherwise you will get the misleading "Unable to start program (..)/frameworkD.lib"
Guide to building the gltut projects
I also had trouble with building the tutorials. When I figured out how to do it, I wrote a little guide to help people who are struggling with the build process. It's written primarily for Windows 7 and Visual Studio 2010, but most of the concepts apply on all platforms! Here's the URL: emillindfors.fi/blog/building-gltut
Hope this helps someone!
I'm new to the forum and to OpenGL too...that's why I'm trying to get these tutorials work.
Anyway it seems i didn't catch something or doing wrong cause when I build the files using "premake4 xcode3" in glsdk for example I get these lines:
Running action 'xcode3'...
but after that I can't move onward:
I understood I have to compile it...the problem is I don't get any file in the folder to compile, just .xcodeproj files in every subfolder, and if I try to compile them one by one some of them work and some else give errors..
PS: Trying to perform actions like "premake4 vs2008" or "premake4 gmake" works different...creating a .sln file or a MAKEFILE respectively.. (In the main folder!)
Hope I've been clear
Waiting for an help.
There's not much I can do to help here. MacOSX is not supported by my code, for several reasons. First, I don't have ready access to MacOSX, so I can't actually test anything there. Also, I don't know anything about XCode or Premake's support for XCode. Second, my code uses OpenGL 3.3, and MacOSX only support 3.2 (for some reason). So it wouldn't run anyway.
I'm sorry, but there's nothing I can do.
I think I'm having the same basic problem that many others are having when trying to build the tutorials in CodeBlocks on Windows 7.
Here's some background:
I followed the instructions to download and build the OpenGL SDK, and Premake4.
I used Premake4 with premake4 codeblocks command in the SDK folder and it created a CodeBlocks file for me.
I opened this file in CodeBlocks (v12.11) and started a build.
I also downloaded the Tutorials and used Premake4 in that folder to make a codeblocks file.
I opened the tutorial file in CodeBlocks and tried to build.
I get a compile error for the ld.exe file that says "cannot find -lglloadD"
I read through this thread, but I cannot get this issue solved. Can someone please help me to diagnose and resolve this error.
I still new to C++ so these kinds of errors knock me out.