Im kinda new to openGL, an could do with some help. I am trying to create a simple program that can load a bmp and attatch it to a flat serface for display, later i wish to build this into a bigger program for a game im making. Every time i try to create the program i get the two following errors:-
*bmploader.obj : error LNK2001: unresolved external symbol _auxDIBImageLoadA@4
*Debug/bmp_loader.exe : fatal error LNK1120: 1 unresolved externals
Bellow is the code that im usin, if anyone could help it would be greatly appreciated.
thx
#include <windows.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <gl/glut.h>
#include <gl/glaux.h>
#include <stdio.h>
GLuint texture[1];
AUX_RGBImageRec *LoadBMP(char *Filename) // Loads A Bitmap Image
{
FILE *File=NULL; // File Handle
if (!Filename) // Make Sure A Filename Was Given
{
return NULL; // If Not Return NULL
}
File=fopen(Filename,“r”); // Check To See If The File Exists
if (File) // Does The File Exist?
{
fclose(File); // Close The Handle
return auxDIBImageLoad(Filename); // Load The Bitmap And Return A Pointer
}
return NULL; // If Load Failed Return NULL
}
int LoadGLTextures() // Load Bitmaps And Convert To Textures
{
int Status=FALSE; // Status Indicator
AUX_RGBImageRec *TextureImage[1]; // Create Storage Space For The Texture
memset(TextureImage,0,sizeof(void *)*1); // Set The Pointer To NULL
if (TextureImage[0]=LoadBMP(“NeHe.bmp”)) // Load The Bitmap, Check For Errors, If Bitmap’s Not Found Quit
{
Status=TRUE; // Set The Status To TRUE
glGenTextures(1, &texture[0]); // Create The Texture
glBindTexture(GL_TEXTURE_2D, texture[0]); // Typical Texture Generation Using Data From The Bitmap
glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data); // Generate The Texture
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); // Linear Filtering
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // Linear Filtering
}
if (TextureImage[0]) // If Texture Exists
{
if (TextureImage[0]->data) // If Texture Image Exists
{
free(TextureImage[0]->data); // Free The Texture Image Memory
}
free(TextureImage[0]); // Free The Image Structure
}
return Status; // Return The Status
}
int myinit(GLvoid)
{
if (!LoadGLTextures()) // Jump To Texture Loading Routine ( NEW )
{
return FALSE; // If Texture Didn’t Load Return FALSE ( NEW )
}
glEnable(GL_TEXTURE_2D); // Enable Texture Mapping ( NEW )
glShadeModel(GL_SMOOTH); // Enable Smooth Shading
glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
glClearDepth(1.0f); // Depth Buffer Setup
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
glColor3f(0.0f, 0.0f, 0.0f);
glPointSize(4.0);
glMatrixMode(GL_PROJECTION);
gluOrtho2D(0.0, 800.0, 0.0, 600.0);
return TRUE; // Initialization Went OK
}
int maindisplay(GLvoid)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
glLoadIdentity(); // Reset The View
glTranslatef(0.0f,0.0f,-5.0f);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glBegin(GL_QUADS);
// Front Face
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glEnd();
return TRUE; // Keep Going
}
void main (int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
glutInitWindowSize(800, 600); //declares window size
glutInitWindowPosition(100, 100); //declares x , y coordinates for starting position of window
glutCreateWindow(“cube”); //title for window
//glutDisplayFunc(maindisplay);
maindisplay();
myinit();
glutMainLoop();
}