문제

The Issue

I am trying to a compile a very simple bit of code using MinGW's g++ that uses the SFML graphics library (for OpenGL). My link statement looks like this:

g++ -o hello.exe hello.o -Llib -lsfml-window-s -lsfml-system-s -lglew32s -lgdi32 -lopengl32

When I run this I a windows message saying "ld.exe has stopped working" and the command line response is:

c:/mingw/bin/../lib/gcc/mingw32/4.8.1/../../../../mingw32/bin/ld.exe: BFD (GNU Binutils) 2.23.2 assertion fail ../../binutils-2.23.2/bfd/cofflink.c:2
89
collect2.exe: error: ld returned 5 exit status

The following linking statement does work (however it requires me to use the dynamic libraries which is not ideal):

g++ -o hello.exe hello.cpp -Iinclude -Llib -lsfml-window -lsfml-system -lglew32s -lgdi32 -lopengl32

My code looks like this: (It is from the tutorials on the website open.gl)

// Link statically with GLEW
#define SFML_STATIC
#define GLEW_STATIC

// Headers
#include <GL/glew.h>
#include <SFML/Window.hpp>
#include <iostream>

// Shader sources
const GLchar* vertexSource =
    "#version 150 core\n"
    "in vec2 position;"
    "void main() {"
    " gl_Position = vec4(position, 0.0, 1.0);"
    "}";
const GLchar* fragmentSource =
    "#version 150 core\n"
    "out vec4 outColor;"
    "void main() {"
    " outColor = vec4(1.0, 1.0, 1.0, 1.0);"
    "}";

int main()
{
    sf::Window window(sf::VideoMode(800, 600, 32), "OpenGL", sf::Style::Titlebar | sf::Style::Close);

    // Initialize GLEW
    glewExperimental = GL_TRUE;
    glewInit();

    // Create Vertex Array Object
    GLuint vao;
    glGenVertexArrays(1, &vao);
    glBindVertexArray(vao);

    // Create a Vertex Buffer Object and copy the vertex data to it
    GLuint vbo;
    glGenBuffers(1, &vbo);

    GLfloat vertices[] = {
        0.0f, 0.5f,
        0.5f, -0.5f,
        -0.5f, -0.5f
    };

    glBindBuffer(GL_ARRAY_BUFFER, vbo);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

    // Create and compile the vertex shader
    GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertexShader, 1, &vertexSource, NULL);
    glCompileShader(vertexShader);

    // Create and compile the fragment shader
    GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader, 1, &fragmentSource, NULL);
    glCompileShader(fragmentShader);

    // Link the vertex and fragment shader into a shader program
    GLuint shaderProgram = glCreateProgram();
    glAttachShader(shaderProgram, vertexShader);
    glAttachShader(shaderProgram, fragmentShader);
    glBindFragDataLocation(shaderProgram, 0, "outColor");
    glLinkProgram(shaderProgram);
    glUseProgram(shaderProgram);



   // Specify the layout of the vertex data
    GLint posAttrib = glGetAttribLocation(shaderProgram, "position");
    glEnableVertexAttribArray(posAttrib);
    glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, 0, 0);

    while (window.isOpen())
    {
        sf::Event windowEvent;
        while (window.pollEvent(windowEvent))
        {
            switch (windowEvent.type)
            {
            case sf::Event::Closed:
                window.close();
                break;
            }
        }

        // Clear the screen to black
        glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);

        // Draw a triangle from the 3 vertices
        glDrawArrays(GL_TRIANGLES, 0, 3);

        // Swap buffers
        window.display();
    }

    glDeleteProgram(shaderProgram);
    glDeleteShader(fragmentShader);
    glDeleteShader(vertexShader);

    glDeleteBuffers(1, &vbo);

    glDeleteVertexArrays(1, &vao);
}

What I have already tried

  1. Reinstalling MinGW
  2. Creating a new folder and moving all the necessary files in and compiling/linking from scratch
도움이 되었습니까?

해결책

I've just been wrestling this same issue and solved it by removing opengl32 from the link libraries. I think this might be caused by SFML already linking both OpenGL and GLEW. Linking to GLEW yourself causes multiple definitions, while linking to OpenGL seems to cause this crash.

다른 팁

Farmer's solution also worked for me. However, to get it to link successfully, I had to put the GLEW link option before the SFML link options. Here's what my command line looks like...

g++ -o Open.GL_02_SFML.exe Open.GL_02_SFML_MAIN.o -lglew64s -lsfml-window-s -lsfml-system-s

Note that I am linking the 64-bit GLEW library instead of the 32-bit. I don't know if that makes any difference, but you can't be too careful.

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