我用两个不同的编译器选项编译main.cpp
一个是好的,另一个给我错误。
区别仅在于链接-lX11
的库的顺序。在一个方面,它位于第一行,另一个位于第二行:
# error
LIBS = -lglut -lGL -lGLU -lGLEW -lm -lX11 -lglfw3 -lpthread
LIBS += -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor -lGL -ldl
# ok
LIBS = -lglut -lGL -lGLU -lGLEW -lm -lglfw3 -lpthread
LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor -lGL -ldl
我在ubuntu上运行此代码:
uname -a
x86_64 x86_64 x86_64 GNU/Linux
错误讯息:
/usr/bin/ld: //usr/local/lib/libglfw3.a(x11_window.c.o): undefined reference to symbol 'XConvertSelection'
/usr/lib/gcc/x86_64-linux-gnu/4.9/../../../x86_64-linux-gnu/libX11.so: error adding symbols: DSO missing from command line
collect2: error: ld returned 1 exit status
make: *** [main] Error 1
的main.cpp
#include <iostream>
// GLEW
#define GLEW_STATIC
#include <GL/glew.h>
// GLFW
#include <GLFW/glfw3.h>
// Function prototypes
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
// Window dimensions
const GLuint WIDTH = 800, HEIGHT = 600;
// The MAIN function, from here we start the application and run the game loop
int main()
{
std::cout << "Starting GLFW context, OpenGL 3.3" << std::endl;
// Init GLFW
glfwInit();
// Set all the required options for GLFW
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
// Create a GLFWwindow object that we can use for GLFW's functions
GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr);
glfwMakeContextCurrent(window);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
// Set the required callback functions
glfwSetKeyCallback(window, key_callback);
// Set this to true so GLEW knows to use a modern approach to retrieving function pointers and extensions
glewExperimental = GL_TRUE;
// Initialize GLEW to setup the OpenGL Function pointers
if (glewInit() != GLEW_OK)
{
std::cout << "Failed to initialize GLEW" << std::endl;
return -1;
}
// Define the viewport dimensions
glViewport(0, 0, WIDTH, HEIGHT);
// Game loop
while (!glfwWindowShouldClose(window))
{
// Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions
glfwPollEvents();
// Render
// Clear the colorbuffer
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Swap the screen buffers
glfwSwapBuffers(window);
}
// Terminate GLFW, clearing any resources allocated by GLFW.
glfwTerminate();
return 0;
}
// Is called whenever a key is pressed/released via GLFW
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
{
std::cout << key << std::endl;
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
}
Makefile 1 // ok
FLAGS = -Wall
CC = g++ -std=c++11
CFLAGS = $(FLAGS) $(INCLUDE)
LIBS = -lglut -lGL -lGLU -lGLEW -lm -lglfw3 -lpthread
LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor -lGL -ldl
All: main # change your_app.
main: main.o
g++ -std=c++11 -o main main.o $(FLAGS) $(LIBS)
main.o:
g++ -std=c++11 -c -o main.o main.cpp $(LIBS)
clean:
rm main
rm main.o
Makefile 2 //错误
FLAGS = -Wall
CC = g++ -std=c++11
CFLAGS = $(FLAGS) $(INCLUDE)
LIBS = -lglut -lGL -lGLU -lGLEW -lm -lX11 -lglfw3 -lpthread
LIBS += -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor -lGL -ldl
All: main # change your_app.
main: main.o
g++ -std=c++11 -o main main.o $(FLAGS) $(LIBS)
main.o:
g++ -std=c++11 -c -o main.o main.cpp $(LIBS)
clean:
rm main
rm main.o