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sg57
Joined: 14 Oct 2005 Posts: 154
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Posted: Sun Jul 09, 2006 5:00 pm Post subject: wtf? PSPGL + Building Lists = undefined, but not implicate?? |
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main.o: In function `BuildLists':
/home/Owner/gl/zombie/main.c:53: undefined reference to `glGenLists'
/home/Owner/gl/zombie/main.c:54: undefined reference to `glNewList'
/home/Owner/gl/zombie/main.c:65: undefined reference to `glEndList'
/home/Owner/gl/zombie/main.c:67: undefined reference to `glNewList'
/home/Owner/gl/zombie/main.c:105: undefined reference to `glEndList'
/home/Owner/gl/zombie/main.c:107: undefined reference to `glNewList'
/home/Owner/gl/zombie/main.c:159: undefined reference to `glEndList'
main.o: In function `DrawGLScene':
/home/Owner/gl/zombie/main.c:441: undefined reference to `glCallList'
/home/Owner/gl/zombie/main.c:470: undefined reference to `glCallList'
/home/Owner/gl/zombie/main.c:470: undefined reference to `glCallList' |
I am not recieving an implicate declaration because the PSPGL DOES in fact have the List commands, so why would i be getting this? I have the gl/gl.h included, is there a special lib (gl/-lgl?)? Here is my makefile:
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LIBS += -lglut -lGLU -lGL -lz -lm -lc -lpsputility -lpspdebug -lpspge -lpspdisplay \
-lpspctrl -lpspsdk -lpspvfpu -lpsplibc -lpspuser -lpspkernel -lpsprtc -lpsppower -lstdc++
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Please help as this is the ONLY thing keeping me from my compilation of this fun game ive created 8-] |
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Drakonite Site Admin

Joined: 17 Jan 2004 Posts: 989
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Posted: Sun Jul 09, 2006 5:07 pm Post subject: |
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you need -lpspgu _________________ Shoot Pixels Not People!
Makeshift Development |
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sg57
Joined: 14 Oct 2005 Posts: 154
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Posted: Sun Jul 09, 2006 5:24 pm Post subject: |
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Thx i added it but im still getting an undefined error.
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LIBS += -lpspgu -lglut -lGLU -lGL -lz -lm -lc -lpsputility -lpspdebug -lpspge -lpspdisplay -lpspctrl -lpspsdk -lpspvfpu -lpsplibc -lpspuser -lpspkernel -lpsprtc -lpsppower -lstdc++
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Drakonite Site Admin

Joined: 17 Jan 2004 Posts: 989
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Posted: Sun Jul 09, 2006 6:54 pm Post subject: |
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link order matters _________________ Shoot Pixels Not People!
Makeshift Development |
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sg57
Joined: 14 Oct 2005 Posts: 154
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Posted: Sun Jul 09, 2006 7:42 pm Post subject: |
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| Could you provide me with the right link order? Ive been messing with it for 10 minutes and nothing still. I still recieve an undefined reference. |
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LarryTM
Joined: 04 Jul 2006 Posts: 30
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Posted: Sun Jul 09, 2006 11:06 pm Post subject: |
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My makefile looks something like that:
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-lstdc++ -lglut -lGLU -lGL -l3ds -lm -lc -lpsputility -lpspdebug -lpspge -lpspdisplay -lpspctrl -lpspsdk -lpspvfpu -lpsplibc -lpspuser -lpspkernel -lpsprtc
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but i think its pointless because :
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Display lists are not supported. There is some non-functioning vestigial support. I'm still unsure whether they can be made to work in a sufficiently efficient and lightweight way.
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source : pspgl homepage.
So, you'll get nothing. Blank screen. I already try that.
/lar |
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zilt
Joined: 21 Feb 2006 Posts: 45 Location: Ontario, Canada
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Posted: Mon Jul 10, 2006 1:48 am Post subject: Re: wtf? PSPGL + Building Lists = undefined, but not implica |
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| sg57 wrote: | | because the PSPGL DOES in fact have the List commands |
No - PSPGL does NOT have List commands. Why not bother checking the documentation and the source code next time. glNewList, glEndList, and glCallList are declared but have _no_ definitions in the pspgl source code. glGenLists has a definition, but it is commented out in the Makefile. Not only that, but the documentation specifically says ( as mentioned about ), that display lists aren't supported. |
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sg57
Joined: 14 Oct 2005 Posts: 154
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Posted: Mon Jul 10, 2006 5:44 am Post subject: |
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I had read the homepage of PSPGL but i didnt see that. And i had seen the header file and it does have the list commands, but if there not defined in the C source, then ya it wont work...
Oh well, do you guys know of anyway to converta list into something that will still work as one? Because lists seem like the only way ill be being able to do this.
Sorry for all the questions :-\
EDIT
Ill take a crack at it, but whatever was in my lists should be placed into seperate functions for each new list in it, as if in a sort of manual list? Ill try it now... |
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zilt
Joined: 21 Feb 2006 Posts: 45 Location: Ontario, Canada
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Posted: Mon Jul 10, 2006 6:17 am Post subject: |
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| Depends on what you're trying to do. For instance, in my font rendering code ( a common place for display lists), I generate a vertex array to store the required vertices and texcorrdinates for the text string - you only need to do this once for the string. Then you just need to do a glDrawArrays() on it to display it each frame. Almost easier then calling the individual display lists over and over per frame. |
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