Mam taki kod:
#include <GL/glew.h>
#include <glfw3.h>
#include <iostream>
#include <fstream>
#include <string>
#include <cmath>
#include <glm.hpp>
#include <gtc\matrix_transform.hpp>
#include <gtc\type_ptr.hpp>
#include <SFML\Graphics.hpp>
#include "EasyLearning.h"
#include "Figures.h"
int LoadTexture(std::string file_name)
{
GLuint tex;
sf::Image Image;
Image.loadFromFile(file_name);
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, Image.getSize().x, Image.getSize().y, GL_RGBA, GL_UNSIGNED_BYTE, Image.getPixelsPtr());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
return 0;
}
//******************************************************************************
int main()
{
EasyLearning easy;
easy.glewInitialization();
GLFWwindow *window = glfwCreateWindow(600, 800, "", NULL, NULL);
easy.glfwInitialization();
GLfloat points[] = {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.5f, 0.5f, 0.0f,
0.5f, 0.5f, 0.0f,
-0.5f, 0.5f, 0.0f,
-0.5f, -0.5f, 0.0f,
};
GLfloat tex_coords[] = {
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f,
1.0f, 1.0f,
0.0f, 1.0f,
0.0f, 0.0f,
};
GLuint position_vbo = 0;
glGenBuffers(1, &position_vbo);
glBindBuffer(GL_ARRAY_BUFFER, position_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
GLuint texture_coords_vbo = 0;
glGenBuffers(1, &texture_coords_vbo);
glBindBuffer(GL_ARRAY_BUFFER, texture_coords_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(tex_coords), tex_coords, GL_STATIC_DRAW);
GLuint vao = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, position_vbo);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
glBindBuffer(GL_ARRAY_BUFFER, texture_coords_vbo);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
GLuint shaders = easy.loadShader("C:/Shaders/textures/vertexShader.glsl", "C:/Shaders/textures/fragmentShader.glsl");
glUseProgram(shaders);
GLint texture_slot = glGetUniformLocation(shaders, "basic_texture");
glUniform1i(texture_slot, 0);
glActiveTexture(GL_TEXTURE0);
if (LoadTexture("C:/Shaders/textures/brick.jpg"))
return -1;
while(!glfwWindowShouldClose)
{
glClearColor(0.5, 0.5, 0.5, 0.0);
glBindVertexArray(vao);
glDrawArrays(GL_TRIANGLES, 0, 6);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}
i wyskakują mi takie błędy:
Severity Code Description Project File Line Suppression State
Error LNK2001 unresolved external symbol _gluBuild2DMipmaps@28 OpenGL C:\Users\dell\Documents\Visual Studio 2015\Projects\texturowanie\OpenGL\main.obj 1
Error LNK1120 1 unresolved externals OpenGL C:\Users\dell\Documents\Visual Studio 2015\Projects\texturowanie\Release\OpenGL.exe 1
I nie wiem o co chodzi