I’m trying to build the unofficial opengl sdk (glsdk.sourceforge.net), and I’m running into this issue. I’m not sure if I’m missing some dependency but I’ve no idea what config.h is. I just unzipped the glsdk to the directory and ran these commands:
C:\MinGW\include\glsdk_0.4.0>premake4 gmake
‘sh’ is not recognized as an internal or external command,
operable program or batch file.
Building configurations…
Running action ‘gmake’…
Generating Makefile…
Generating glload/Makefile…
Generating glimg/Makefile…
Generating glfw/Makefile…
Generating freeglut/Makefile…
Generating glutil/Makefile…
Generating glmesh/Makefile…
Done.
C:\MinGW\include\glsdk_0.4.0>mingw32-make config=debug
“==== Building glload (debug) ====”
Creating lib
Creating Debug
gll_c.c
gll_gl_ext.c
gll_cpp.cpp
wgll_ext.c
Linking glload
“==== Building glimg (debug) ====”
Creating lib
Creating Debug
DdsLoader.cpp
ImageCreator.cpp
ImageFormat.cpp
ImageSet.cpp
ImageSetImpl.cpp
StbLoader.cpp
TestLoader.cpp
TextureGenerator.cpp
Util.cpp
stb_image.c
Linking glimg
“==== Building glfw (debug) ====”
Creating library
Creating obj/Debug
enable.c
fullscreen.c
glext.c
image.c
init.c
input.c
joystick.c
stream.c
lib/stream.c:31:0: warning: “_CRT_SECURE_NO_WARNINGS” redefined [enabled by defa
ult]
<command-line>:0:0: note: this is the location of the previous definition
tga.c
thread.c
time.c
window.c
win32_dllmain.c
win32_enable.c
win32_fullscreen.c
win32_glext.c
win32_init.c
win32_joystick.c
win32_thread.c
win32_time.c
win32_window.c
Linking glfw
“==== Building freeglut (debug) ====”
Creating lib
Creating obj/Debug
freeglut_callbacks.c
In file included from src/freeglut_callbacks.c:29:0:
src/freeglut_internal.h:32:24: fatal error: config.h: No such file or directory
compilation terminated.
mingw32-make[1]: *** [obj/Debug/freeglut_callbacks.o] Error 1
mingw32-make: *** [freeglut] Error 2
The Premake4 gmake build is designed for the standard GNU tools. So you should be using it only on Linux or other systems where those tools have been installed.
If you’re using Windows, I would suggest using Code::Blocks or Visual Studio.
PLEASE DISREGARD – I didn’t notice your tutorials come with glsdk and I’m to simply build them in place, not get glsdk myself. I’ll keep the rest of the post here in case it’s ever useful to some googler somewhere. (I’m still not sure why it couldn’t load glloadD.lib when I had manually put my own copy of glsdk in the classpath and built it though)
I’m actually trying to build your tutorial projects. I’ve switched to vs2010 as suggested and get this error (after running ‘premake4 vs2010’ and then attempting to build in vs2010):
Unable to start program
‘…\framework\lib\framework.lib’.
The specified file is an unrecognized or unsupported binary format.
Not sure what to make of this. Any advice?
Edit: I thought perhaps there were some left over files from when I ran ‘premake4 gmake’ & ‘mingw32-make’, so I used a fresh directory and got this error:
I have glsdk in my class path so I’m not entirely sure why vs2010 can’t find glloadD.lib – do I have to add each sub-directory to the classpath? I’m not entirely sure which gui option lets me add glsdk as a dependency.
In any case, the error suggests that you didn’t build the SDK. The tutorials come with it, but you still have to build it. That’s why the instructions tell you to build it
[QUOTE=Yariokone;1246455]Could you kindly explain how did you resolve your problem? What do you mean with “I hadn’t build it properly” ?
Thank you[/QUOTE]
In retrospec, he hadn’t build the .sln’s granted by premake4.
ex.
premake4 vs2008 [x32|x64]
where [x32|x64] is optional.
After this procedure you should have glsdk.sln.
With glsdk.sln, build it in VS or your preferable enviroment.
After building these executables you should be able to build a tutorial.
Sorry for the late response. I happened to skim across this thread late.
I’m using your tutorials as resource tools for teaching my lecture in Interactive Computer Graphics. Had to start the entire course from a blank slate around second half of last year and you’ve been of great help!
P.S.: It might help if the sentence “Using the generated build files, compile for both debug and release.” in your tutorial emphasize a bit on building the glsdk solution. I believe this is what is confusing the newbies who are assuming the Tutorial projects are the only VS projects to be run.
I was wondering, is there a way I can contact the said tutorial directly for a short discussion? The account here on the discussion board seems to have private messaging disabled.