“警告:在def文件末尾损坏.drectve是什么意思?

问题描述 投票:9回答:1

在这种环境下,我编译了一个在线发布的c ++ / openGL示例:

  1. Windows 7
  2. Code :: Blocks v 13.12
  3. MinGW build 2013年10月(不确定版本)
  4. mingw32-g ++ v 4.8.1

[C0中的代码:

codeincodeblock.com

我为使用glfw3而制作的变更版本:

#define GLEW_STATIC
// third-party libraries
#include <windows.h>
#include <GL/glew.h>
#include <GL/glfw.h>
#include <glm/glm.hpp>

#include <cassert>
#include <iostream>
#include <stdexcept>


GLuint gVAO = 0;
GLuint gVBO = 0;
GLuint programId;
const glm::vec2 SCREEN_SIZE(800, 600);

static void LoadTriangle() {
    // make and bind the VAO
    glGenVertexArrays(1, &gVAO);
    glBindVertexArray(gVAO);

    // make and bind the VBO
    glGenBuffers(1, &gVBO);
    glBindBuffer(GL_ARRAY_BUFFER, gVBO);

    // Put the three triangle verticies into the VBO
    GLfloat vertexData[] = {
        //  X     Y     Z
         0.0f, 0.8f, 0.0f,
        -0.8f,-0.8f, 0.0f,
         0.8f,-0.8f, 0.0f,
    };
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertexData), vertexData, GL_STATIC_DRAW);

    // connect the xyz to the "vert" attribute of the vertex shader
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);

    // unbind the VBO and VAO
    glBindBuffer(GL_ARRAY_BUFFER, 0);
    glBindVertexArray(0);
}

// draws a single frame
static void Render() {
    // clear everything
    glClearColor(0, 0, 0, 1); // black
    glClear(GL_COLOR_BUFFER_BIT);



    // bind the VAO (the triangle)
    glBindVertexArray(gVAO);

    // draw the VAO
    glDrawArrays(GL_TRIANGLES, 0, 3);

    // unbind the VAO
    glBindVertexArray(0);

    // swap the display buffers (displays what was just drawn)
    glfwSwapBuffers();
}

// the program starts here
void AppMain() {
    // initialise GLFW
    if(!glfwInit())
        throw std::runtime_error("glfwInit failed");

    // open a window with GLFW
    glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3);
    glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 2);
    glfwOpenWindowHint(GLFW_WINDOW_NO_RESIZE, GL_TRUE);
    if(!glfwOpenWindow((int)SCREEN_SIZE.x, (int)SCREEN_SIZE.y, 8, 8, 8, 8, 0, 0, GLFW_WINDOW))
        throw std::runtime_error("glfwOpenWindow failed. Can your hardware handle OpenGL 3.2?");

    // initialise GLEW
    glewExperimental = GL_TRUE; //stops glew crashing on OSX :-/
    if(glewInit() != GLEW_OK)
        throw std::runtime_error("glewInit failed");

    // print out some info about the graphics drivers
    std::cout << "OpenGL version: " << glGetString(GL_VERSION) << std::endl;
    std::cout << "GLSL version: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
    std::cout << "Vendor: " << glGetString(GL_VENDOR) << std::endl;
    std::cout << "Renderer: " << glGetString(GL_RENDERER) << std::endl;

    // make sure OpenGL version 3.2 API is available
    if(!GLEW_VERSION_3_2)
        throw std::runtime_error("OpenGL 3.2 API is not available.");

    // create buffer and fill it with the points of the triangle
    LoadTriangle();

    // run while the window is open
    while(glfwGetWindowParam(GLFW_OPENED)){
        // draw one frame
        Render();
    }

    // clean up and exit
    glfwTerminate();
}


int main(int argc, char *argv[]) {
    try {
        AppMain();
    } catch (const std::exception& e){
        std::cerr << "ERROR: " << e.what() << std::endl;
        return EXIT_FAILURE;
    }

    return EXIT_SUCCESS;
}

[我在链接器选项中添加了-mwindows,否则按照Dinesh在#define GLEW_STATIC // third-party libraries #include <windows.h> #include <GL/glew.h> #include <GL/glfw3.h> // --- changed #include <glm/glm.hpp> #include <cassert> #include <iostream> #include <stdexcept> GLuint gVAO = 0; GLuint gVBO = 0; GLuint programId; const glm::vec2 SCREEN_SIZE(800, 600); GLFWwindow *window; // --- added static void LoadTriangle() { // make and bind the VAO glGenVertexArrays(1, &gVAO); glBindVertexArray(gVAO); // make and bind the VBO glGenBuffers(1, &gVBO); glBindBuffer(GL_ARRAY_BUFFER, gVBO); // Put the three triangle verticies into the VBO GLfloat vertexData[] = { // X Y Z 0.0f, 0.8f, 0.0f, -0.8f,-0.8f, 0.0f, 0.8f,-0.8f, 0.0f, }; glBufferData(GL_ARRAY_BUFFER, sizeof(vertexData), vertexData, GL_STATIC_DRAW); // connect the xyz to the "vert" attribute of the vertex shader glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL); // unbind the VBO and VAO glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); } // draws a single frame static void Render(GLFWwindow *win) { // --- changed // clear everything glClearColor(0, 0, 0, 1); // black glClear(GL_COLOR_BUFFER_BIT); // bind the VAO (the triangle) glBindVertexArray(gVAO); // draw the VAO glDrawArrays(GL_TRIANGLES, 0, 3); // unbind the VAO glBindVertexArray(0); // swap the display buffers (displays what was just drawn) glfwSwapBuffers(win); // --- changed } // the program starts here void AppMain() { // initialise GLFW if(!glfwInit()) throw std::runtime_error("glfwInit failed"); // open a window with GLFW glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // --- changed glfwWindowHint(GLFW_VERSION_MAJOR, 3); // --- changed glfwWindowHint(GLFW_VERSION_MINOR, 2); // --- changed glfwWindowHint(GLFW_RESIZABLE, GL_TRUE); // --- changed window = glfwCreateWindow((int)SCREEN_SIZE.x, (int)SCREEN_SIZE.y,"Test window",0,0); // --- changed if(window == NULL) throw std::runtime_error("glfwOpenWindow failed. Can your hardware handle OpenGL 3.2?"); // initialise GLEWuj glewExperimental = GL_TRUE; //stops glew crashing on OSX :-/ if(glewInit() != GLEW_OK) throw std::runtime_error("glewInit failed"); // print out some info about the graphics drivers std::cout << "OpenGL version: " << glGetString(GL_VERSION) << std::endl; std::cout << "GLSL version: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl; std::cout << "Vendor: " << glGetString(GL_VENDOR) << std::endl; std::cout << "Renderer: " << glGetString(GL_RENDERER) << std::endl; // make sure OpenGL version 3.2 API is available if(!GLEW_VERSION_3_2) throw std::runtime_error("OpenGL 3.2 API is not available."); // create buffer and fill it with the points of the triangle LoadTriangle(); // run while the window is open while(!glfwWindowShouldClose(window)){ // --- changed // draw one frame Render(window); // --- changed } // clean up and exit glfwTerminate(); } int main(int argc, char *argv[]) { try { AppMain(); } catch (const std::exception& e){ std::cerr << "ERROR: " << e.what() << std::endl; return EXIT_FAILURE; } return EXIT_SUCCESS; } 上的说明设置了我的openGL环境。>

请注意,Dinesh使用了较早的glfw构建,因此提示我进行更改以使代码得以编译和执行。

无论如何,构建都会产生此输出:

Setup Modern OpenGL page

所以,我的全部疑问是:警告是什么意思,我应该关注什么?

在这种环境下,我编译了一个在线发布的c ++ / openGL示例:Windows 7代码:: Blocks v 13.12 MinGW build 2013年10月(不确定版本)mingw32-g ++ v 4.8.1来自codeincodeblock的代码。...

c++ opengl compiler-warnings mingw32
1个回答
0
投票

当我遇到这个问题时,是因为我要链接到不兼容的MSVC库。 keltar的评论帮助我解决了这个问题。

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