I am creating a 3D application in OpenGL, and in order to display textures on the models that I'm reading in, I'm using GLuint. However, I am getting the visual studio error C4430 missing type, and a handful of others related to the issue.
The glut files are included and were working fine before this was put in. Is it that GLuint is outdated, or something else?
Edit: The code that has changed is:
Object constructor before
Object::Object(string shapeFileName, string texFileName){
readFile(shapeFileName);
loadTexture(texFileName);
}
Object constructor afterwards
Object::Object(string shapeFileName, string texFileName){
readFile(shapeFileName);
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
loadTexture(texFileName);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, 1024, 512, GL_RGB, GL_UNSIGNED_BYTE, image_array);
free(image_array);
glTexImage2D(GL_TEXTURE_2D, 0, 3, 1024, 512, 0, GL_RGB, GL_UNSIGNED_BYTE, image_array);
}
Along with the line GLuint texture;
added in the header file, which is the only bit that is throwing an error.
GLuint is defined in gl.h so you must include that. @Yann4: Define "right places". The compilation error you quoted clearly tells it's not included at all the important places.
By clicking on your GPU, you can also choose ‘Enable device’ to fix the problem. The text will show “Enable device” if the GPU is disabled Unfortunately, it’s also possible that the Device Manager won’t even recognize your discrete GPU and will instead just show properties of the integrated one.
GLuint is just a shorter way of typing unsigned int: That might be true on your particular OpenGL implementation, but once you switch to a platform where unsigned int is not 4 bytes your code might stop working. – ComicSansMS Nov 11 '13 at 11:08
Did you include the OpenGL header in the header you're declaring the variable in? GLuint
is defined in gl.h
so you must include that.
On all operating systems except MacOS X it's
#include <GL/gl.h>
on MacOS X it is
#include <OpenGL/gl.h>
I think you should be using glew and include:
#include <GL/glew.h>
rather than:
#include <GL/gl.h>
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