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Thread: TRY TO RUN OPENGL for first time with Freeglut and Glew, DOESEN'T WORK, NEED HELP!!!!

  1. #1
    Newbie Newbie
    Join Date
    Jan 2014
    Posts
    3

    TRY TO RUN OPENGL for first time with Freeglut and Glew, DOESEN'T WORK, NEED HELP!!!!

    Any Idea

    I try to use Free Glut with GLEW 1.5.5 fixes minor bugs and adds new extensions

    I get this error message....

    'MyFirstProgram.exe': Loaded 'C:\Users\francois\Documents\Visual Studio 2010\Projects\MyFirstProgram\Debug\MyFirstProgram. exe', Symbols loaded.
    'MyFirstProgram.exe': Loaded 'C:\Windows\SysWOW64\ntdll.dll', Cannot find or open the PDB file
    'MyFirstProgram.exe': Loaded 'C:\Windows\SysWOW64\kernel32.dll', Cannot find or open the PDB file
    'MyFirstProgram.exe': Loaded 'C:\Windows\SysWOW64\KernelBase.dll', Cannot find or open the PDB file
    'MyFirstProgram.exe': Loaded 'C:\Users\francois\Documents\Visual Studio 2010\Projects\MyFirstProgram\MyFirstProgram\glew32 .dll', Binary was not built with debug information.
    'MyFirstProgram.exe': Loaded 'C:\Windows\SysWOW64\opengl32.dll', Cannot find or open the PDB file
    'MyFirstProgram.exe': Loaded 'C:\Windows\SysWOW64\msvcrt.dll', Cannot find or open the PDB file
    'MyFirstProgram.exe': Loaded 'C:\Windows\SysWOW64\advapi32.dll', Cannot find or open the PDB file
    'MyFirstProgram.exe': Loaded 'C:\Windows\SysWOW64\sechost.dll', Cannot find or open the PDB file
    'MyFirstProgram.exe': Loaded 'C:\Windows\SysWOW64\rpcrt4.dll', Cannot find or open the PDB file
    'MyFirstProgram.exe': Loaded 'C:\Windows\SysWOW64\sspicli.dll', Cannot find or open the PDB file
    'MyFirstProgram.exe': Loaded 'C:\Windows\SysWOW64\cryptbase.dll', Cannot find or open the PDB file
    'MyFirstProgram.exe': Loaded 'C:\Windows\SysWOW64\gdi32.dll', Cannot find or open the PDB file
    'MyFirstProgram.exe': Loaded 'C:\Windows\SysWOW64\user32.dll', Cannot find or open the PDB file
    'MyFirstProgram.exe': Loaded 'C:\Windows\SysWOW64\lpk.dll', Cannot find or open the PDB file
    'MyFirstProgram.exe': Loaded 'C:\Windows\SysWOW64\usp10.dll', Cannot find or open the PDB file
    'MyFirstProgram.exe': Loaded 'C:\Windows\SysWOW64\glu32.dll', Cannot find or open the PDB file
    'MyFirstProgram.exe': Loaded 'C:\Windows\SysWOW64\ddraw.dll', Cannot find or open the PDB file
    'MyFirstProgram.exe': Loaded 'C:\Windows\SysWOW64\dciman32.dll', Cannot find or open the PDB file
    'MyFirstProgram.exe': Loaded 'C:\Windows\SysWOW64\setupapi.dll', Cannot find or open the PDB file
    'MyFirstProgram.exe': Loaded 'C:\Windows\SysWOW64\cfgmgr32.dll', Cannot find or open the PDB file
    'MyFirstProgram.exe': Loaded 'C:\Windows\SysWOW64\oleaut32.dll', Cannot find or open the PDB file
    'MyFirstProgram.exe': Loaded 'C:\Windows\SysWOW64\ole32.dll', Cannot find or open the PDB file
    'MyFirstProgram.exe': Loaded 'C:\Windows\SysWOW64\devobj.dll', Cannot find or open the PDB file
    'MyFirstProgram.exe': Loaded 'C:\Windows\SysWOW64\dwmapi.dll', Cannot find or open the PDB file
    The program '[6292] MyFirstProgram.exe: Native' has exited with code -1073741701 (0xc000007b).


    //#include <GL\freeglut.h>
    //#include <GL\glew.h>

    #include <glew.h>
    #include <freeglut.h>
    #include <iostream>

    using namespace std;

    GLuint triangle_vao;
    GLint vertexID;
    GLint fragID;
    GLuint shader;


    // This function asks the driver for a vertex array object, which will store information
    // about what is being drawn, such as geometry, color information, texture information and so on.
    // Hold on to the ID that this function returns, because you can use it later on!
    GLuint createVertexArray() {
    GLuint vao;
    glGenVertexArrays(1, &vao);
    glBindVertexArray(vao);
    return vao;
    }

    // This function takes in a vertex array object ID and an array of vertices. It should be called
    // immediately after calling createVertexArray. It returns a buffer ID (which you probably won't
    // use). NOTE: this assumes that you want triangles and not points or lines.
    GLuint loadVertexPositions(GLuint shaderProgramID, GLuint vao, GLfloat* vVerts, GLuint numVertices) {
    glBindVertexArray(vao);
    GLuint buffer;
    glGenBuffers(1, &buffer);
    glBindBuffer (GL_ARRAY_BUFFER, buffer);

    // Copy the array data into the active buffer (remember, there's a GLuint above that's active)
    glBufferData(GL_ARRAY_BUFFER, numVertices*3*sizeof(GLfloat), vVerts, GL_STATIC_DRAW);

    // Figure out where vPosition is in our shader
    GLuint loc = glGetAttribLocation(shaderProgramID, "vPosition");
    // Turn it on
    glEnableVertexAttribArray(loc);
    // Tell it how the data should be parsed
    glVertexAttribPointer(loc, 3, GL_FLOAT, GL_FALSE, 0, 0);

    return buffer;
    }

    // You shouldn't have to call this function (it's called from the functions
    // that make shaders); it is a helper function to determine if a shader compiled correctly.
    int compiledStatus(GLint shaderID){
    GLint compiled = 0;
    glGetShaderiv(shaderID, GL_COMPILE_STATUS, &compiled);
    if (compiled) {
    return true;
    }
    else {
    GLint logLength;
    glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &logLength);
    char* msgBuffer = new char[logLength];
    glGetShaderInfoLog(shaderID, logLength, NULL, msgBuffer);
    printf ("%s\n", msgBuffer);
    delete (msgBuffer);
    return false;
    }
    }

    // This function takes in the source code for a vertex shader,
    // compiles it, and returns the ID (number) of the shader. It returns
    // -1 if the shader didn't compile
    GLint makeVertexShader (char* shaderSource) {
    GLint vShaderID = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource (vShaderID, 1, (const GLchar**)&shaderSource, NULL);
    glCompileShader(vShaderID);
    int compiledCorrectly = compiledStatus(vShaderID);
    if (compiledCorrectly) {
    return vShaderID;
    }
    return -1;
    }

    // This function takes in the source code for a fragment shader,
    // compiles it, and returns the ID (number) of the shader. It returns
    // -1 if the shader didn't compile
    GLuint makeFragmentShader (char* shaderSource) {
    GLint fShaderID = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource (fShaderID, 1, (const GLchar**)&shaderSource, NULL);
    glCompileShader(fShaderID);
    int compiledCorrectly = compiledStatus(fShaderID);
    if (compiledCorrectly) {
    return fShaderID;
    }
    return -1;
    }

    // A helper function that takes in a program ID and returns whether
    // or not it linked correctly. If not, it prints out an error
    // message letting you know what the problem was. This will
    // be called from makeShaderProgram()
    bool linkedStatus(GLint programID){
    GLint linked = 0;
    glGetProgramiv(programID, GL_LINK_STATUS, &linked);
    if (linked) {
    return true;
    }
    else {
    GLint logLength;
    glGetProgramiv(programID, GL_INFO_LOG_LENGTH, &logLength);
    char* msgBuffer = new char[logLength];
    glGetProgramInfoLog(programID, logLength, NULL, msgBuffer);
    printf ("%s\n", msgBuffer);
    delete (msgBuffer);
    return false;
    }
    }

    // A function that takes in the IDs for vertex and fragment shader,
    // and returns the ID of a shader program that has been linked.
    GLint makeShaderProgram (GLint vertexShaderID, GLint fragmentShaderID) {
    printf ("Linking %d with %d\n", vertexShaderID, fragmentShaderID);
    GLuint programID = glCreateProgram();
    glAttachShader(programID, vertexShaderID);
    glAttachShader(programID, fragmentShaderID);
    glLinkProgram (programID);

    bool linked = linkedStatus (programID);

    if (linked) {
    return programID;
    }
    return -1;
    }

    // Any time the window is resized, this function gets called. It's setup to the
    // "glutReshapeFunc" in main.
    void changeViewport(int w, int h){
    glViewport(0, 0, w, h);
    }

    // Here is the function that gets called each time the window needs to be redrawn.
    // It is the "paint" method for our program, and is set up from the glutDisplayFunc in main
    void render() {
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glDrawArrays(GL_TRIANGLES, 0, 3);
    glutSwapBuffers();
    }

    int main (int argc, char** argv) {
    // Initialize GLUT
    glutInit(&argc, argv);

    // Set up some memory buffers for our display
    glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGBA|GLUT_DEP TH);
    // Set the window size
    glutInitWindowSize(800, 600);
    // Create the window with the title "Triangle"
    glutCreateWindow("Triangle");
    // Bind the two functions (above) to respond when necessary
    glutReshapeFunc(changeViewport);
    glutDisplayFunc(render);

    // Very important! This initializes the entry points in the OpenGL driver so we can
    // call all the functions in the API.

    GLenum err = glewInit();
    if (GLEW_OK != err) {
    fprintf(stderr, "GLEW error");
    return 1;
    }

    char* vertexProg = "#version 150\n\n\
    in vec4 vPosition;\n\n\
    void main () {\n\
    \tgl_Position = vPosition;\n\
    }\n";

    char* fragmentProg="#version 150\n\n\
    out vec4 fColor;\n\n\
    void main () {\n\
    \tfColor = vec4 (1.0, 0.0, 0.0, 1.0);\n\
    }\n";

    float vertices[] = {-0.5f, -0.5f, 0.0f,
    0.5f, -0.5f, 0.0f,
    0.0f, 0.5f, 0.0f};

    vertexID = makeVertexShader (vertexProg);
    fragID = makeFragmentShader (fragmentProg);
    shader = makeShaderProgram(vertexID, fragID);

    glUseProgram (shader);

    cout << "Vertex ID is " << vertexID << endl;
    cout << "Fragment ID is " << fragID << endl;
    cout << "Shader program ID is " << shader << endl;

    triangle_vao = createVertexArray();
    loadVertexPositions(shader, triangle_vao, vertices, 3);

    // Start up a loop that runs in the background (you never see it).
    glutMainLoop();
    return 0;
    }

  2. #2
    Newbie Newbie
    Join Date
    Jan 2014
    Posts
    3

    Opengl with Freeglut, ERROR MESSAGE STILL An error message

    'MyFirstProgram.exe': Loaded 'C:\Users\francois\Documents\Visual Studio 2010\Projects\MyFirstProgram\Debug\MyFirstProgram. exe', Symbols loaded.
    'MyFirstProgram.exe': Loaded 'C:\Windows\SysWOW64\ntdll.dll', Cannot find or open the PDB file
    'MyFirstProgram.exe': Loaded 'C:\Windows\SysWOW64\kernel32.dll', Cannot find or open the PDB file
    'MyFirstProgram.exe': Loaded 'C:\Windows\SysWOW64\KernelBase.dll', Cannot find or open the PDB file
    The program '[3952] MyFirstProgram.exe: Native' has exited with code -1073741701 (0xc000007b).

  3. #3
    Newbie Newbie
    Join Date
    Jan 2014
    Posts
    3

    Try to use Freeglut and Opengl Not able to run my program PLEASE, HELP ME!

    'MyFirstProgram.exe': Loaded 'C:\Users\francois\Documents\Visual Studio 2010\Projects\MyFirstProgram\Debug\MyFirstProgram. exe', Symbols loaded.
    'MyFirstProgram.exe': Loaded 'C:\Windows\SysWOW64\ntdll.dll', Cannot find or open the PDB file
    'MyFirstProgram.exe': Loaded 'C:\Windows\SysWOW64\kernel32.dll', Cannot find or open the PDB file
    'MyFirstProgram.exe': Loaded 'C:\Windows\SysWOW64\KernelBase.dll', Cannot find or open the PDB file
    The program '[3952] MyFirstProgram.exe: Native' has exited with code -1073741701 (0xc000007b).



    #include "glew.h"
    #include "freeglut.h"
    //#include <iostream>

    //using namespace std;

    GLuint triangle_vao;
    GLint vertexID;
    GLint fragID;
    GLuint shader;


    // Any time the window is resized, this function gets called. It's setup to the
    // "glutReshapeFunc" in main.
    void changeViewport(int w, int h){
    glViewport(0, 0, w, h);
    }

    // Here is the function that gets called each time the window needs to be redrawn.
    // It is the "paint" method for our program, and is set up from the glutDisplayFunc in main
    void render() {
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glDrawArrays(GL_TRIANGLES, 0, 3);
    glutSwapBuffers();
    }

    int main (int argc, char** argv) {
    // Initialize GLUT
    glutInit(&argc, argv);

    // Set up some memory buffers for our display
    glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGB);
    // Set the window size
    glutInitWindowSize(800, 600);
    // Create the window with the title "Triangle"
    glutCreateWindow("Triangle");
    // Bind the two functions (above) to respond when necessary
    glutReshapeFunc(changeViewport);
    glutDisplayFunc(render);

    // Very important! This initializes the entry points in the OpenGL driver so we can
    // call all the functions in the API.

    glutMainLoop();
    return 0;
    }

  4. #4
    Senior Member OpenGL Pro
    Join Date
    Jan 2012
    Location
    Australia
    Posts
    1,105
    MyFirstProgram.exe': Loaded 'C:\Users\francois\Documents\Visual Studio 2010\Projects\MyFirstProgram\Debug\MyFirstProgram. exe', Symbols loaded.
    'MyFirstProgram.exe': Loaded 'C:\Windows\SysWOW64\ntdll.dll', Cannot find or open the PDB file
    'MyFirstProgram.exe': Loaded 'C:\Windows\SysWOW64\kernel32.dll', Cannot find or open the PDB file
    'MyFirstProgram.exe': Loaded 'C:\Windows\SysWOW64\KernelBase.dll', Cannot find or open the PDB file


    These are not errors they just state the debug symbols are not available for these dll's.

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