[英]error LNK2019: unresolved external symbol
虽然我想编译我的opengl代码,但出现以下错误:
Error 1 error LNK2019: unresolved external symbol __imp__glewInit@0
Error 2 error LNK2019: unresolved external symbol __imp__glewGetErrorString@4
Error 3 error LNK2001: unresolved external symbol __imp____glewAttachShader
Error 4 error LNK2001: unresolved external symbol __imp____glewCompileShader
Error 5 error LNK2001: unresolved external symbol __imp____glewCreateProgram
Error 6 error LNK2001: unresolved external symbol __imp____glewCreateShader
Error 7 error LNK2001: unresolved external symbol __imp____glewDeleteProgram
Error 8 error LNK2001: unresolved external symbol __imp____glewDisableVertexAttribArray
Error 9 error LNK2001: unresolved external symbol __imp____glewEnableVertexAttribArray
Error 10 error LNK2001: unresolved external symbol __imp____glewGetAttribLocation
Error 11 error LNK2001: unresolved external symbol __imp____glewGetProgramiv
Error 12 error LNK2001: unresolved external symbol __imp____glewGetShaderiv
Error 13 error LNK2001: unresolved external symbol __imp____glewLinkProgram
Error 16 error LNK2001: unresolved external symbol __imp____glewVertexAttribPointer
Error 17 error LNK1120: 16 unresolved externals
我的代码是:
#include <Windows.h>
#include <iostream>
#include <glew.h>
#include <gl\GL.h>
#include <freeglut.h>
using namespace std;
GLuint program;
GLint attribute_coord2d;
int init_resources(void)
{
GLint compile_ok = GL_FALSE, link_ok = GL_FALSE;
GLuint vs = glCreateShader(GL_VERTEX_SHADER);
const char *vs_source =
#ifdef GL_ES_VERSION_2_0
"#version 100\n" // OpenGL ES 2.0
#else
"#version 120\n" // OpenGL 2.1
#endif
"attribute vec2 coord2d; "
"void main(void) { "
" gl_Position = vec4(coord2d, 0.0, 1.0); "
"}";
glShaderSource(vs, 1, &vs_source, NULL);
glCompileShader(vs);
glGetShaderiv(vs, GL_COMPILE_STATUS, &compile_ok);
if (0 == compile_ok)
{
fprintf(stderr, "Error in vertex shader\n");
return 0;
}
GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
const char *fs_source =
"#version 120 \n"
"void main(void) { "
" gl_FragColor[0] = 0.0; "
" gl_FragColor[1] = 0.0; "
" gl_FragColor[2] = 1.0; "
"}";
glShaderSource(fs, 1, &fs_source, NULL);
glCompileShader(fs);
glGetShaderiv(fs, GL_COMPILE_STATUS, &compile_ok);
if (!compile_ok) {
fprintf(stderr, "Error in fragment shader\n");
return 0;
}
program = glCreateProgram();
glAttachShader(program, vs);
glAttachShader(program, fs);
glLinkProgram(program);
glGetProgramiv(program, GL_LINK_STATUS, &link_ok);
if (!link_ok) {
fprintf(stderr, "glLinkProgram:");
return 0;
}
const char* attribute_name = "coord2d";
attribute_coord2d = glGetAttribLocation(program, attribute_name);
if (attribute_coord2d == -1) {
fprintf(stderr, "Could not bind attribute %s\n", attribute_name);
return 0;
}
return 1;
}
void onDisplay()
{
/* Clear the background as white */
glClearColor(1.0, 1.0, 1.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(program);
glEnableVertexAttribArray(attribute_coord2d);
GLfloat triangle_vertices[] = {
0.0, 0.8,
-0.8, -0.8,
0.8, -0.8,
};
/* Describe our vertices array to OpenGL (it can't guess its format automatically) */
glVertexAttribPointer(
attribute_coord2d, // attribute
2, // number of elements per vertex, here (x,y)
GL_FLOAT, // the type of each element
GL_FALSE, // take our values as-is
0, // no extra data between each position
triangle_vertices // pointer to the C array
);
/* Push each element in buffer_vertices to the vertex shader */
glDrawArrays(GL_TRIANGLES, 0, 3);
glDisableVertexAttribArray(attribute_coord2d);
/* Display the result */
glutSwapBuffers();
}
void free_resources()
{
glDeleteProgram(program);
}
int main(int argc, char* argv[])
{
/* Glut-related initialising functions */
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA|GLUT_DOUBLE|GLUT_DEPTH);
glutInitWindowSize(640, 480);
glutCreateWindow("My First Triangle");
/* Extension wrangler initialising */
GLenum glew_status = glewInit();
if (glew_status != GLEW_OK)
{
fprintf(stderr, "Error: %s\n", glewGetErrorString(glew_status));
return EXIT_FAILURE;
}
/* When all init functions runs without errors,
the program can initialise the resources */
if (1 == init_resources())
{
/* We can display it if everything goes OK */
glutDisplayFunc(onDisplay);
glutMainLoop();
}
/* If the program exits in the usual way,
free resources and exit with a success */
free_resources();
return EXIT_SUCCESS;
}
我尝试了从调整链接器选项(包括.lib文件),指定包含读取与这些错误相关的论坛的路径等所有操作,这些都无济于事,你们能帮助我如何解决此问题?
我从GLEW二进制http://glew.sourceforge.net/index.html ( https://sourceforge.net/projects/glew/files/glew/1.9.0/glew-1.9.0-win32.zip/下载 ),并freeglut 2.8.0 MSVC套餐http://www.transmissionzero.co.uk/software/freeglut-devel/ ( http://files.transmissionzero.co.uk/software/development/GLUT/freeglut-MSVC .zip )
我将include路径设置为glew-1.9.0\\include\\
, freeglut\\include\\
并将库路径设置为freeglut\\lib\\
, glew-1.9.0\\lib\\
。
我将文件的标题更正为
#include <Windows.h>
#include <iostream>
#include <gl/glew.h>
#include <gl/GL.h>
#include <gl/freeglut.h>
#pragma comment(lib, "glew32.lib")
链接成功,并且有效。
UPD
使用第三方库时,通常:
<3rdPartyDir>\\include
,但不能设置为<3rdPartyDir>\\include\\lib_name
。 声明将其包含在源代码中应为: 正确: #include <lib_name/header_name.h>
错误: #include <header_name.h>
,因为库中可以是内部依赖项,例如#include <lib_name/other_header_name.h>
<3rdPartyDir>\\lib
。 然后,您必须指定所需的库,下列方法之一: 对于MSVC,添加
#ifdef _MSC_VER
#pragma comment(lib, "lib1_name.lib")
#pragma comment(lib, "lib2_name.lib")
/// etc
#endif
或者,将所需的库添加到链接器选项。
一些库支持自动链接机制(例如,freeglut),即头文件包含诸如#pragma comment(lib, "lib1_name.lib")
<3rdPartyDir>\\bin
复制到<MyExePath>\\
我遇到了同样的问题。 最后在此Visual Studio和OpenGL教程中找到了有用的说明。 该问题正确包含正确配置(Win32或x64)的.dll文件。
这绝对是链接器设置的问题,特别是与glew
库有关的问题。 为什么您以前的尝试无法解决问题,对我来说还是不太清楚。
您能够获得glew
提供的任何可编译的教程程序吗?
从您的评论看来,您遇到了包括lib文件在内的问题。
-您能验证它是否在您认为的位置吗(安装是否正确)?
-Visual Studio是否知道应该在哪里(是否提供了指向lib的正确路径)?
Visual Studio中的Project ->Right click + properties -> Configuration Properties -> Linker -> General -> Additional Linker directories
是否具有包含glew32.lib
的文件夹的路径?
似乎您不正确使用glew.lib。 使用config win32构建时,必须使用glew.lib(win32)或相反版本。 您可以尝试在项目中替换glew.lib。
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