When I'm trying to build and run my OpenGL+GLEW+GLFW program, it builds just fine but wont run, giving me this error : "The program can't start because glew32.dll is missing from your computer. Try reinstalling the program to fix this problem."
I am linking glew32.lib
as a static library. I am also using #define GLEW_STATIC
.
Then, why is the program prompting for a DLL file?
#include <iostream>
//#define GLEW_STATIC
// GLEW
#include <include/GL/glew.h>
// GLFW
#include <include/GLFW/glfw3.h>
//we define GLEW_STATIC, since we’re using the static version of the GLEW library.
#define GLEW_STATIC
// 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)
{
//we close GLFW by setting its WindowShouldClose
//property to true.
glfwSetWindowShouldClose(window, GL_TRUE);
}
}
// 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;
// Initializes 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;
}
I am linking glew32.lib
That's where you went wrong, glew32.lib is the import library for the DLL version. If you don't want a dependency on glew32.dll then you need to link the static link library. Its name is glew32s.lib
. Defining GLEW_STATIC otherwise has no effect on this.
Guessing how this could have gone wrong, beware that the pre-built binaries available at SourceForge only include glew32.lib. You'll have to build glew32s.lib yourself. Which is in general a pretty hard requirement, it is very important that you use the exact same compiler version and compiler options you use to build to the rest of your code. Read the project's readme.txt file for build instructions, I had no trouble whatsoever building with MSVC from the provided project files.
The full list of library names:
You can optionally also build the MX (multiple rendering context) versions of these libraries, "mx" is appended to their names.
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