我正在尝试按照此处的教程在 Mac 上学习 OpenGL 。这包括设置 GLEW、GLFW 和 GLM,这是我使用自制软件完成的。作为 OpenGL、XCode 和 C++ 的新手,我花了一些时间在谷歌上搜索,但我设法找出了所有各种头文件路径、库路径和链接器参数来进行设置。
现在我在运行此代码时收到错误“地址不包含指向目标文件中的部分的部分”。由于不熟悉(坦率地说很奇怪)XCode UI,我无法追踪问题的根源。谷歌只是指向我关于 ARC 的 Objective-C 相关文章。好吧,这不是 Obj-C,而且我没有使用 ARC,所以没有运气。
有什么想法可能导致它吗?
// Include standard headers
#include <stdio.h>
#include <stdlib.h>
// Include GLEW. Always include it before gl.h and glfw.h, since it's a bit magic.
#include <GL/glew.h>
// Include GLFW
#include <GL/glfw.h>
// Include GLM
#include <glm/glm.hpp>
using namespace glm;
//http://www.opengl-tutorial.org/beginners-tutorials/tutorial-1-opening-a-window/
int main(int argv, char ** argc){
// Initialise GLFW
if( !glfwInit() )
{
fprintf( stderr, "Failed to initialize GLFW\n" );
return -1;
}
glfwOpenWindowHint(GLFW_FSAA_SAMPLES, 4); // 4x antialiasing
//http://www.glfw.org/faq.html#42__how_do_i_create_an_opengl_30_context
glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3);
glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 2);
glfwOpenWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwOpenWindowHint(GLFW_OPENGL_PROFILE, 0); //We don't want the old OpenGL // Open a window and create its OpenGL context
if( !glfwOpenWindow( 1024, 768, 0,0,0,0, 32,0, GLFW_WINDOW ) )
{
fprintf( stderr, "Failed to open GLFW window\n" );
glfwTerminate();
return -1;
}
//We can't call glGetString until the window is created (on mac).
//http://www.idevgames.com/forums/thread-4218.html
const GLubyte* v=glGetString(GL_VERSION);
printf("OpenGL version: %s\n", (char*)v);
/***** BAD CODE SOMEWHERE IN THIS BLOCK.*/
{
//http://www.opengl-tutorial.org/beginners-tutorials/tutorial-2-the-first-triangle/
GLuint vertexArrayID;
//generate a vertexArray, put the identifier in VertexArrayID
glGenVertexArrays(1, &vertexArrayID);
//bind it. (?)
glBindVertexArray(vertexArrayID);
// An array of 3 vectors which represents 3 vertices
static const GLfloat g_vertex_buffer_data[] = {
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
};
// This will identify our vertex buffer
GLuint vertexBufferId;
// Generate 1 buffer, put the resulting identifier in vertexbuffer
glGenBuffers(1, &vertexBufferId);
// The following commands will talk about our 'vertexbuffer' buffer
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferId);
// Give our vertices to OpenGL.
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
/* END BAD CODE BLOCK */
}
// Initialize GLEW
glewExperimental=true; // Needed in core profile
if (glewInit() != GLEW_OK) {
fprintf(stderr, "Failed to initialize GLEW\n");
return -1;
}
glfwSetWindowTitle( "Tutorial 01" );
// Ensure we can capture the escape key being pressed below
glfwEnable( GLFW_STICKY_KEYS );
do{
// 1rst attribute buffer : vertices
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferId);
glVertexAttribPointer(
0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
// Draw the triangle !
glDrawArrays(GL_TRIANGLES, 0, 3); // Starting from vertex 0; 3 vertices total -> 1 triangle
glDisableVertexAttribArray(0);
// Swap buffers
glfwSwapBuffers();
} // Check if the ESC key was pressed or the window was closed
while( glfwGetKey( GLFW_KEY_ESC ) != GLFW_PRESS &&
glfwGetWindowParam( GLFW_OPENED ) );
}