Is there something wrong with glaux.h in Dev C++? I keep getting this error. I'm trying to load a Texture using nehe's lesson 12.
return auxDIBImageLoad(FileName);
[Linker error] undefined reference to `auxDIBImageLoadA@4'
oh damn.. I didn't link gluax that's why.. Now it says It can't find glaux.dll when I run my .exe! Isn't this what I should be writing in the linker options?
-lOpenGL32 -lglu32 -lglaux
That's what the readme says I should be writing, and the Lesson12.exe runs fine.
edit
Ok, searched my Hd, I don't have glaux.dll, then how is Lesson12.exe running? Is glaux in VC++ a static library?!
Where can I get glaux.dll? All I find on google is message board postings complaining about not having it..
edit again
Okay, finally found the dll, and my game works. is there anything else I can use to load textures with a non restrictive licsense?
Allegro and AllegroGL.
I'm dumb!. Besides allegro. I made the first finished version of this game with allegro, Now I want to do it better.
Then use SDL or roll your own. I don't see what's funny/unprofessional about Allegro.
With SDL don't I need to include my source code? Same with DevIL?
I didn't say there was anything wrong with allegro. I love allegro. What I meant by Now I want to do it better is 3D + getting rid of all allegro issues. (flickering, mouse etc..)
I installed the opengl sdk from the opengl gameprogramming book and IT didn't even have a glaux dll. So I think the conclusion is: there is no glaux.dll
So why do you want to use glaux? Glut has everything glaux does and then alot more:
And if not glut then there are alot of windows wrappers opengl; NeHe's base code, GLFW etc...
And if you want to render to a DIB, you don't need anything other than the winapi for that.
EDIT: to my knowledge with SDL and Devil if you include the DLL you don't have to include your source. (the Devil api is really wierd if you ask me.)
is there anything else I can use to load textures with a non restrictive licsense?
I'm probably a little out of my element here, but I thought glut and glaux are just helpers and not essential. I actually make a textured OpenGL demo using just straight OpenGL. I was able to do that because I was already familiar with the .BMP file format, so I just opened it like any other binary file, loaded the necessary data, and slammed it into glTexImage2D(). Dunno if that helps ...
Nonnus, I don't need an opengl helper lib, I can do it in straight win32 and opengl. I just need to load images.
I erased all my glaux loading stuff, and killed the dll. I'm going to try and write a loader for tga. (and fail miserably) hehe