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Thread: OpenGL, Glew, FreeGlut, Mesa under windows 7

  1. #1
    Junior Member Newbie
    Join Date
    Apr 2013
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    6

    OpenGL, Glew, FreeGlut, Mesa under windows 7

    Help is really appreciated.

    Using software:
    Netbeans 7.2.1
    Mingw , and it's console

    My settings:


    I tried some of the online tutorials, but I still get errors like:
    cannot find -iGL
    cannot find freeglut.h

    My questions:
    - What are the settings for Netbeans?
    - what is the way to compile openGL programs?
    - if possible : Is there a complete install tutorial for openGL,glew and freeglut, Mesa?

    I have been trying for 2 days, nothing works. I only succeeded compiling it under Linux with the console. Netbeans does not compile.

  2. #2
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    I added this to my windows PATH: D:\freeglut-MinGW-2.8.0-1.ming package\include\GL

    In the GL directory there ar the files:
    freeglut.h
    freeglut_ext.h
    freeglut_std.h
    glut.h

    Anything else I can do? Or if there is a pdf book for sale that tells whow to do it step by step, that's great.
    Last edited by chihwahli; 04-20-2013 at 06:39 AM.

  3. #3
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    I downloaded freeglut for Mingw,created D:\freeglut
    copied freeglut folders include and lib to D:\freeglut

    Copied freeglut.dll to :
    C:\Windows\SysWOW64
    C:\Windows\System32

    Freeglut tells me to use in my program the one of following includes:
    #include <GL/freeglut.h>
    #include <GL/glut.h>

    That means I have to change my windows PATH to:
    D:\freeglut-MinGW-2.8.0-1.ming package\include

    It tells me to compile my program (using mingW shell underwindows) with one of the following:

    gcc -c -o test.o test.c -I"C:\Program Files\Common Files\MinGW\freeglut\include"
    gcc -o test.exe test.o -L"C:\Program Files\Common Files\MinGW\freeglut\lib" -lfreeglut -lopengl32 -Wl,--subsystem,windows

    I have to change the directory structure to:
    $ g++ -o test.exe test.cpp -L"d:\freeglut\lib" -lfreeglut -lopengl32 -Wl,--subsystem,windows
    $ gcc -o test.exe test.cpp -L"d:\freeglut\lib" -lfreeglut -lopengl32 -Wl,--subsystem,windows

    But it cannot find freeglut.h
    Last edited by chihwahli; 04-20-2013 at 07:37 AM.

  4. #4
    Junior Member Newbie
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    Apr 2013
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    Found solution!

    First, don't use MinGW shell, don't know if it's possible to compile under the linux emulator kinda thing....
    Soltion: make sure windows command prompt can find you g++ or gcc executable
    if you installed minGW at c:\mingw, then add PATH to windows : c:\minGW\bin
    Because in the bin directory is the compile program g++ and gcc.

    Secondly:
    with help of several forum posts I was able to compile successfully:
    1) http://www.transmissionzero.co.uk/co...ut-with-mingw/
    2) http://www.gamedev.net/topic/320170-...ned-reference/

    First website gave me the overal syntax, but I was missing a few switches. You have to specify where the library is with the -L switch.
    And you need to specify where your header files are located, with the -I switch.
    Lastly you need to add a third switch otherwise it will say undefined reference to gluperspective@32, solution for last is to add the switch -lglu32

  5. #5
    Junior Member Newbie
    Join Date
    Apr 2013
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    6

    OpenGL super bible chapter 1 undifined ref, Codeblocks, MingW

    Compiling a program with the command prompt has succeeded. Now I tried the C / C++ IDE called Codeblocks.
    It has a complete package, which includes, Codeblocks + MingW. On top of that, it is supplied with OpenGL and Glut project categories.
    Compiling works like a charm with basic opengl and Glut programs.

    But I m stuck with the following source, which is from the OpenGL Superbible version 4.

    Code :
    // Block.cpp
    // OpenGL SuperBible, Chapter 1
    // Demonstrates an assortment of basic 3D concepts
    // Program by Richard S. Wright Jr.
     
    #include "GL/gltools.h"
    #include "GL/math3d.h"
    #include <math.h>
     
    // Keep track of effects step
    int nStep = 0;
     
     
    // Lighting data
    GLfloat lightAmbient[] = { 0.2f, 0.2f, 0.2f, 1.0f };
    GLfloat lightDiffuse[] = { 0.7f, 0.7f, 0.7f, 1.0f };
    GLfloat lightSpecular[] = { 0.9f, 0.9f, 0.9f };
    GLfloat materialColor[] = { 0.8f, 0.0f, 0.0f };
    GLfloat vLightPos[] = { -80.0f, 120.0f, 100.0f, 0.0f };
    GLfloat ground[3][3] = { { 0.0f, -25.0f, 0.0f },
                            { 10.0f, -25.0f, 0.0f },
                            { 10.0f, -25.0f, -10.0f } };
     
    GLuint textures[4];
     
     
     
     
     
    // Called to draw scene
    void RenderScene(void)
    	{
    	M3DMatrix44f mCubeTransform;
    	M3DVector4f pPlane;
     
     
    	// Clear the window with current clearing color
    	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    	glShadeModel(GL_SMOOTH);
    	glEnable(GL_NORMALIZE);
     
    	glPushMatrix();
     
    	// Draw plane that the cube rests on
    	glDisable(GL_LIGHTING);
    	if(nStep == 5)
    		{
    		glColor3ub(255,255,255);
    		glEnable(GL_TEXTURE_2D);
    		glBindTexture(GL_TEXTURE_2D, textures[0]);
    		glBegin(GL_QUADS);
    			glTexCoord2f(0.0f, 0.0f);
    			glVertex3f(-100.0f, -25.3f, -100.0f);
    			glTexCoord2f(0.0f, 1.0f);
    			glVertex3f(-100.0f, -25.3f, 100.0f);
    			glTexCoord2f(1.0f, 1.0f);
    			glVertex3f(100.0f,  -25.3f, 100.0f);
    			glTexCoord2f(1.0f, 0.0f);
    			glVertex3f(100.0f,  -25.3f, -100.0f);
    		glEnd();
    		}
    	else
    		{
    		glColor3f(0.0f, 0.0f, 0.90f); // Blue
    		glBegin(GL_QUADS);
    			glVertex3f(-100.0f, -25.3f, -100.0f);
    			glVertex3f(-100.0f, -25.3f, 100.0f);
    			glVertex3f(100.0f,  -25.3f, 100.0f);
    			glVertex3f(100.0f,  -25.3f, -100.0f);
    		glEnd();
    		}
     
     
    	// Set drawing color to Red
    	glColor3f(1.0f, 0.0f, 0.0f);
     
    	// Enable, disable lighting
    	if(nStep > 2)
    		{
    		glEnable(GL_DEPTH_TEST);
    		glDepthFunc(GL_LEQUAL);
    		glEnable(GL_COLOR_MATERIAL);
     
    		glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient);
    		glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDiffuse);
    		glLightfv(GL_LIGHT0, GL_SPECULAR, lightSpecular);
    		glEnable(GL_LIGHTING);
    		glEnable(GL_LIGHT0);
    		glMaterialfv(GL_FRONT, GL_SPECULAR,lightSpecular);
    		glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, materialColor);
    		glMateriali(GL_FRONT, GL_SHININESS,128);
    		}
     
    	// Move the cube slightly forward and to the left
    	glTranslatef(-10.0f, 0.0f, 10.0f);
     
    	switch(nStep)
    		{
    		// Just draw the wire framed cube
    		case 0:
    			glutWireCube(50.0f);
    			break;
     
    		// Same wire cube with hidden line removal simulated
    		case 1:
    			// Front Face (before rotation)
    			glBegin(GL_LINES);
    				glVertex3f(25.0f,25.0f,25.0f);
    				glVertex3f(25.0f,-25.0f,25.0f);
     
    				glVertex3f(25.0f,-25.0f,25.0f);
    				glVertex3f(-25.0f,-25.0f,25.0f);
     
    				glVertex3f(-25.0f,-25.0f,25.0f);
    				glVertex3f(-25.0f,25.0f,25.0f);
     
    				glVertex3f(-25.0f,25.0f,25.0f);
    				glVertex3f(25.0f,25.0f,25.0f);
    			glEnd();
     
    			// Top of cube
    			glBegin(GL_LINES);
    				// Front Face
    				glVertex3f(25.0f,25.0f,25.0f);
    				glVertex3f(25.0f,25.0f,-25.0f);
     
    				glVertex3f(25.0f,25.0f,-25.0f);
    				glVertex3f(-25.0f,25.0f,-25.0f);
     
    				glVertex3f(-25.0f,25.0f,-25.0f);
    				glVertex3f(-25.0f,25.0f,25.0f);
     
    				glVertex3f(-25.0f,25.0f,25.0f);
    				glVertex3f(25.0f,25.0f,25.0f);
    			glEnd();
     
    			// Last two segments for effect
    			glBegin(GL_LINES);
    				glVertex3f(25.0f,25.0f,-25.0f);
    				glVertex3f(25.0f,-25.0f,-25.0f);
     
    				glVertex3f(25.0f,-25.0f,-25.0f);
    				glVertex3f(25.0f,-25.0f,25.0f);
    			glEnd();
     
    			break;
     
    		// Uniform colored surface, looks 2D and goofey
    		case 2:
    			glutSolidCube(50.0f);
    			break;
     
    		case 3:
    			glutSolidCube(50.0f);
    			break;
     
    		// Draw a shadow with some lighting
    		case 4:
    			glGetFloatv(GL_MODELVIEW_MATRIX, mCubeTransform);
    			glutSolidCube(50.0f);
    			glPopMatrix();
     
    			// Disable lighting, we'll just draw the shadow as black
    			glDisable(GL_LIGHTING);
     
    			glPushMatrix();
     
    			m3dGetPlaneEquation(pPlane, ground[0], ground[1], ground[2]);
    			m3dMakePlanarShadowMatrix(mCubeTransform, pPlane, vLightPos);
    			//MakeShadowMatrix(ground, lightpos, cubeXform);
    			glMultMatrixf(mCubeTransform);
     
    			glTranslatef(-10.0f, 0.0f, 10.0f);
     
    			// Set drawing color to Black
    			glColor3f(0.0f, 0.0f, 0.0f);
     
    			glutSolidCube(50.0f);
    			break;
     
    		case 5:
    			glColor3ub(255,255,255);
    			glGetFloatv(GL_MODELVIEW_MATRIX, mCubeTransform);
     
    			// Front Face (before rotation)
    			glBindTexture(GL_TEXTURE_2D, textures[1]);
    			glBegin(GL_QUADS);
    				glTexCoord2f(1.0f, 1.0f);
    				glVertex3f(25.0f,25.0f,25.0f);
    				glTexCoord2f(1.0f, 0.0f);
    				glVertex3f(25.0f,-25.0f,25.0f);
    				glTexCoord2f(0.0f, 0.0f);
    				glVertex3f(-25.0f,-25.0f,25.0f);
    				glTexCoord2f(0.0f, 1.0f);
    				glVertex3f(-25.0f,25.0f,25.0f);
    			glEnd();
     
    			// Top of cube
    			glBindTexture(GL_TEXTURE_2D, textures[2]);
    			glBegin(GL_QUADS);
    				// Front Face
    				glTexCoord2f(0.0f, 0.0f);
    				glVertex3f(25.0f,25.0f,25.0f);
    				glTexCoord2f(1.0f, 0.0f);
    				glVertex3f(25.0f,25.0f,-25.0f);
    				glTexCoord2f(1.0f, 1.0f);
    				glVertex3f(-25.0f,25.0f,-25.0f);
    				glTexCoord2f(0.0f, 1.0f);
    				glVertex3f(-25.0f,25.0f,25.0f);
    			glEnd();
     
    			// Last two segments for effect
    			glBindTexture(GL_TEXTURE_2D, textures[3]);
    			glBegin(GL_QUADS);
    				glTexCoord2f(1.0f, 1.0f);
    				glVertex3f(25.0f,25.0f,-25.0f);
    				glTexCoord2f(1.0f, 0.0f);
    				glVertex3f(25.0f,-25.0f,-25.0f);
    				glTexCoord2f(0.0f, 0.0f);
    				glVertex3f(25.0f,-25.0f,25.0f);
    				glTexCoord2f(0.0f, 1.0f);
    				glVertex3f(25.0f,25.0f,25.0f);
    			glEnd();
     
     
    			glPopMatrix();
     
    			// Disable lighting, we'll just draw the shadow as black
    			glDisable(GL_LIGHTING);
    			glDisable(GL_TEXTURE_2D);
     
    			glPushMatrix();
     
    			m3dGetPlaneEquation(pPlane, ground[0], ground[1], ground[2]);
    			m3dMakePlanarShadowMatrix(mCubeTransform, pPlane, vLightPos);
    			glMultMatrixf(mCubeTransform);
     
    			glTranslatef(-10.0f, 0.0f, 10.0f);
     
    			// Set drawing color to Black
    			glColor3f(0.0f, 0.0f, 0.0f);
    			glutSolidCube(50.0f);
    			break;
     
    		}
     
    	glPopMatrix();
     
    	// Flush drawing commands
    	glutSwapBuffers();
    	}
     
    // This function does any needed initialization on the rendering
    // context.
    void SetupRC()
    	{
            GLbyte *pBytes;
            GLint nWidth, nHeight, nComponents;
            GLenum format;
     
    	// Black background
    	glClearColor(0.0f, 0.0f, 0.0f, 1.0f );
     
            glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE, GL_MODULATE);
            glGenTextures(4, textures);
     
    	// Load the texture objects
            pBytes = gltLoadTGA("floor.tga", &nWidth, &nHeight, &nComponents, &format);
            glBindTexture(GL_TEXTURE_2D, textures[0]);
    	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    	glTexImage2D(GL_TEXTURE_2D,0,nComponents,nWidth, nHeight, 0,
    		format, GL_UNSIGNED_BYTE, pBytes);
    	free(pBytes);
     
    	pBytes = gltLoadTGA("Block4.tga", &nWidth, &nHeight, &nComponents, &format);
            glBindTexture(GL_TEXTURE_2D, textures[1]);
    	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    	glTexImage2D(GL_TEXTURE_2D,0,nComponents,nWidth, nHeight, 0,
    		format, GL_UNSIGNED_BYTE, pBytes);
    	free(pBytes);
     
    	pBytes = gltLoadTGA("block5.tga", &nWidth, &nHeight, &nComponents, &format);
            glBindTexture(GL_TEXTURE_2D, textures[2]);
    	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    	glTexImage2D(GL_TEXTURE_2D,0,nComponents,nWidth, nHeight, 0,
    		format, GL_UNSIGNED_BYTE, pBytes);
    	free(pBytes);
     
    	pBytes = gltLoadTGA("block6.tga", &nWidth, &nHeight, &nComponents, &format);
            glBindTexture(GL_TEXTURE_2D, textures[3]);
    	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    	glTexImage2D(GL_TEXTURE_2D,0,nComponents,nWidth, nHeight, 0,
    		format, GL_UNSIGNED_BYTE, pBytes);
    	free(pBytes);
            }
     
    void KeyPressFunc(unsigned char key, int x, int y)
    	{
    	if(key == 32)
    		{
    		nStep++;
     
    		if(nStep > 5)
    			nStep = 0;
    		}
     
    	// Refresh the Window
    	glutPostRedisplay();
    	}
     
     
    void ChangeSize(int w, int h)
    	{
    	// Calculate new clipping volume
    	GLfloat windowWidth;
    	GLfloat windowHeight;
     
    	// Prevent a divide by zero, when window is too short
    	// (you cant make a window of zero width).
    	if(h == 0)
    		h = 1;
     
    	// Keep the square square
    	if (w <= h)
    		{
    		windowHeight = 100.0f*(GLfloat)h/(GLfloat)w;
    		windowWidth = 100.0f;
    		}
        else
    		{
    		windowWidth = 100.0f*(GLfloat)w/(GLfloat)h;
    		windowHeight = 100.0f;
    		}
     
            // Set the viewport to be the entire window
            glViewport(0, 0, w, h);
     
            glMatrixMode(GL_PROJECTION);
            glLoadIdentity();
     
    	// Set the clipping volume
    	glOrtho(-100.0f, windowWidth, -100.0f, windowHeight, -200.0f, 200.0f);
     
            glMatrixMode(GL_MODELVIEW);
            glLoadIdentity();
     
    	glLightfv(GL_LIGHT0,GL_POSITION, vLightPos);
     
    	glRotatef(30.0f, 1.0f, 0.0f, 0.0f);
    	glRotatef(330.0f, 0.0f, 1.0f, 0.0f);
    	}
     
    int main(int argc, char* argv[])
    	{
    	glutInit(&argc, argv);
    	glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
    	glutInitWindowSize(800, 600);
    	glutCreateWindow("3D Effects Demo");
    	glutReshapeFunc(ChangeSize);
    	glutKeyboardFunc(KeyPressFunc);
    	glutDisplayFunc(RenderScene);
     
    	SetupRC();
     
    	glutMainLoop();
    	glDeleteTextures(4,textures);
    	return 0;
    	}

    When I try to compile it, the IDE shows this error message:
    obj\Debug\main.o||In function `Z11RenderScenev':|
    D:\Codeblock C files\Test_OpenGL\main.cpp|102|undefined reference to `glutWireCube'|
    D:\Codeblock C files\Test_OpenGL\main.cpp|151|undefined reference to `glutSolidCube'|
    D:\Codeblock C files\Test_OpenGL\main.cpp|155|undefined reference to `glutSolidCube'|
    D:\Codeblock C files\Test_OpenGL\main.cpp|161|undefined reference to `glutSolidCube'|
    D:\Codeblock C files\Test_OpenGL\main.cpp|169|undefined reference to `m3dGetPlaneEquation(float*, float const*, float const*, float const*)'|
    D:\Codeblock C files\Test_OpenGL\main.cpp|170|undefined reference to `m3dMakePlanarShadowMatrix(float*, float const*, float const*)'|
    D:\Codeblock C files\Test_OpenGL\main.cpp|179|undefined reference to `glutSolidCube'|
    D:\Codeblock C files\Test_OpenGL\main.cpp|235|undefined reference to `m3dGetPlaneEquation(float*, float const*, float const*, float const*)'|
    D:\Codeblock C files\Test_OpenGL\main.cpp|236|undefined reference to `m3dMakePlanarShadowMatrix(float*, float const*, float const*)'|
    D:\Codeblock C files\Test_OpenGL\main.cpp|243|undefined reference to `glutSolidCube'|
    D:\Codeblock C files\Test_OpenGL\main.cpp|251|undefined reference to `glutSwapBuffers'|
    obj\Debug\main.o||In function `Z7SetupRCv':|
    D:\Codeblock C files\Test_OpenGL\main.cpp|269|undefined reference to `gltLoadTGA(char const*, int*, int*, int*, unsigned int*)'|
    D:\Codeblock C files\Test_OpenGL\main.cpp|279|undefined reference to `gltLoadTGA(char const*, int*, int*, int*, unsigned int*)'|
    D:\Codeblock C files\Test_OpenGL\main.cpp|289|undefined reference to `gltLoadTGA(char const*, int*, int*, int*, unsigned int*)'|
    D:\Codeblock C files\Test_OpenGL\main.cpp|299|undefined reference to `gltLoadTGA(char const*, int*, int*, int*, unsigned int*)'|
    obj\Debug\main.o||In function `Z12KeyPressFunchii':|
    D:\Codeblock C files\Test_OpenGL\main.cpp|321|undefined reference to `glutPostRedisplay'|
    obj\Debug\main.o||In function `main':|
    D:\Codeblock C files\Test_OpenGL\main.cpp|368|undefined reference to `glutInit'|
    D:\Codeblock C files\Test_OpenGL\main.cpp|369|undefined reference to `glutInitDisplayMode'|
    D:\Codeblock C files\Test_OpenGL\main.cpp|370|undefined reference to `glutInitWindowSize'|
    D:\Codeblock C files\Test_OpenGL\main.cpp|371|undefined reference to `glutCreateWindow'|
    D:\Codeblock C files\Test_OpenGL\main.cpp|372|undefined reference to `glutReshapeFunc'|
    D:\Codeblock C files\Test_OpenGL\main.cpp|373|undefined reference to `glutKeyboardFunc'|
    D:\Codeblock C files\Test_OpenGL\main.cpp|374|undefined reference to `glutDisplayFunc'|
    D:\Codeblock C files\Test_OpenGL\main.cpp|378|undefined reference to `glutMainLoop'|
    ||=== Build finished: 24 errors, 0 warnings (0 minutes, 2 seconds) ===|


    The functions must come from somewhere , but I really have no clue where...
    I remember that Glut has functions that start with glut....
    So I tried including glut.h or freeglut.h as well, but I get the same errors...

  6. #6
    Senior Member OpenGL Pro
    Join Date
    Jan 2012
    Location
    Australia
    Posts
    1,098
    You are missing a lot of includes
    glut... are in GL/glut.h ; gltLoadTGA is from the SuperBible; I don't know what m3d.. is

  7. #7
    Junior Member Newbie
    Join Date
    Apr 2013
    Posts
    6
    Quote Originally Posted by tonyo_au View Post
    You are missing a lot of includes
    glut... are in GL/glut.h ; gltLoadTGA is from the SuperBible; I don't know what m3d.. is
    Thanks. I tried for several hours, in this thread: http://www.cplusplus.com/forum/general/101665/
    The last errors I get are:

    C:\MinGW\lib\gltools.lib|2|error: stray '`' in program|
    C:\MinGW\lib\gltools.lib|3|warning: null character(s) ignored [enabled by default]|
    C:\MinGW\lib\gltools.lib|3|error: stray '\24' in program|
    C:\MinGW\lib\gltools.lib|3|warning: null character(s) ignored [enabled by default]|
    C:\MinGW\lib\gltools.lib|3|error: stray '\6' in program|
    C:\MinGW\lib\gltools.lib|3|error: stray '\344' in program|
    .... list truncated...............
    ||More errors follow but not being shown.|
    ||Edit the max errors limit in compiler options...|
    ||=== Build finished: 50 errors, 25 warnings (0 minutes, 26 seconds) ===|

    Is it possible that a library file is very specific for one C/C++ IDE? That I have the wrong compiled Library?
    I used a library which was contained for Visual studio 2010... and I use Code blocks 12.11 now...

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