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  1. POgl.h & glext.h not found
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    <p>While trying to execute a program based on C++ in android via NDK platform, the compilation is giving error that 'gl.h' and 'glext.h' header files are not found, as I have included both of them in my C++ code. M using android-ndk-r8 and compiling it with Cygwin.</p> <pre><code>here s my code: **ANDROID.MK** LOCAL_PATH := $(call my-dir) include $(CLEAR_VARS) LOCAL_MODULE := NDK1 FILE_LIST := $(wildcard $(LOCAL_PATH)/*.cpp) LOCAL_SRC_FILES := $(FILE_LIST:$(LOCAL_PATH)/%=%) include $(BUILD_SHARED_LIBRARY) --- **APPLICATION.MK** APP_STL := stlport_static APP_ABI := armeabi armeabi-v7a APP_PLATFORM := android-3 --- **Viewer.cpp** #include &lt;iostream&gt; #import "OpenGLES/ES2/gl.h" #import "OpenGLES/ES2/glext.h" //#import &lt;GLKit/GLKEffects.h&gt; #import &lt;GLKit/GLKMath.h&gt; #include "Viewer.h" void Viewer::render() { glClearColor(0.65f, 0.65f, 0.65f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glBindVertexArrayOES( _vertexArray[0]); // Render the object with GLKit glDrawArrays(GL_TRIANGLES, 0, 36); ///////// glBindVertexArrayOES(_vertexArray[1]); // Render the object with GLKit //[self.effect prepareToDraw]; glDrawArrays(GL_TRIANGLES, 0, 36); } void Viewer::initialize() { sceneObj.constructDemoScene(); glEnable( GL_DEPTH_TEST); /////////////////////////////////// glGenVertexArraysOES(1, &amp;_vertexArray[0]); glBindVertexArrayOES( _vertexArray[0]); glGenBuffers(1, &amp;_vertexBuffer[0]); glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer[0]); H3DModel * model = sceneObj.get3DModel(0); float * vertices = model-&gt;vertexBuffObj.getVertices(); for (int c = 0; c &lt; 216; c++) printf("%f\t", vertices[c]); glBufferData(GL_ARRAY_BUFFER, 216 * 4, vertices, GL_STATIC_DRAW); glEnableVertexAttribArray( EVertexAttribPosition); glVertexAttribPointer(EVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 24, (void*) offsetof(Vertex, position)); glEnableVertexAttribArray( EVertexAttribNormal); glVertexAttribPointer(EVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 24, (void*) offsetof(Vertex, normal)); /////////////////////////////////// glGenVertexArraysOES(2, &amp;_vertexArray[1]); glBindVertexArrayOES(_vertexArray[1]); glGenBuffers(2, &amp;_vertexBuffer[1]); glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer[1]); H3DModel * model1 = sceneObj.get3DModel(1); float * vertices1 = model1-&gt;vertexBuffObj.getVertices(); for (int c = 0; c &lt; 216; c++) printf("%f\t", vertices[c]); glBufferData(GL_ARRAY_BUFFER, 216 * 4, vertices1, GL_STATIC_DRAW); glEnableVertexAttribArray(EVertexAttribPosition); glVertexAttribPointer(EVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 24, (void*) offsetof(Vertex, position)); glEnableVertexAttribArray(EVertexAttribNormal); glVertexAttribPointer(EVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 24, (void*) offsetof(Vertex, normal)); glBindVertexArrayOES(0); } void Viewer::unInitialize() { glDeleteBuffers(1, &amp;_vertexBuffer[0]); glDeleteBuffers(2, &amp;_vertexBuffer[1]); glDeleteVertexArraysOES(1, &amp;_vertexArray[0]); glDeleteVertexArraysOES(2, &amp;_vertexArray[1]); if (_program) { glDeleteProgram( _program); _program = 0; } } GLKMatrix4 Viewer::update() { GLKMatrix4 baseModelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -4.0f); baseModelViewMatrix = GLKMatrix4Rotate(baseModelViewMatrix, _rotation, 0.0f, 1.0f, 0.0f); // Compute the model view matrix for the object rendered with GLKit //GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.5f); //modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f); //modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix); //self.effect.transform.modelviewMatrix = baseModelViewMatrix; /*// Compute the model view matrix for the object rendered with ES2 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, 1.5f); modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f); modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix); _normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(modelViewMatrix), NULL); _modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix);*/ _rotation += 0.04f; return baseModelViewMatrix; } </code></pre> <p>Thanks in advance..i want to know how to use OPENGL ES in android ndk !!</p>
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