Reputation: 455
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
Upvotes: 2
Views: 832
Reputation: 1677
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.
Upvotes: 0
Reputation: 36
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.
Upvotes: 2