I kind of know what premake is doing, just in very simply terms, thats not the problem. The problem is how stupidly and needlessly complicated programming has become these days.
You cant just put a file in a directory, type "include ####" and it just works. No.
You have to convert sourcecode into an IDE-freindly format (because they're all read c++ in different ways), you have to compile OpenGL source code into a an ide freindly version that it can use. You also apparently have to have about 5 different versions of OpenGL (glew, gltut, freegl, glib and god knows what else) You then, presumably have to tell the IDE where this version is.
And you still have to reference the file in your code. I dont see a reason why it cant just all come ready to use...
But anyway, back on track. I have been told by the codeblocks people (who also state it is a problem with the code, not their program) to compile a workspace file which premake made in the opengl source code directory. I have done so.
This may have made some change, because now when I run the file in code blocks I get build log errors instead of general errors:
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c:/program files (x86)/codeblocks/mingw/bin/../lib/gcc/mingw32/4.7.1/../../../../mingw32/bin/ld.exe: cannot find -lglloadD
c:/program files (x86)/codeblocks/mingw/bin/../lib/gcc/mingw32/4.7.1/../../../../mingw32/bin/ld.exe: cannot find -lglimgD
c:/program files (x86)/codeblocks/mingw/bin/../lib/gcc/mingw32/4.7.1/../../../../mingw32/bin/ld.exe: cannot find -lglutilD
c:/program files (x86)/codeblocks/mingw/bin/../lib/gcc/mingw32/4.7.1/../../../../mingw32/bin/ld.exe: cannot find -lglmeshD
c:/program files (x86)/codeblocks/mingw/bin/../lib/gcc/mingw32/4.7.1/../../../../mingw32/bin/ld.exe: cannot find -lfreeglutD
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I believe these will be things the opengl code should have compiled into, so now im unsure if it worked correctly or not?? It only gave one warning, and continued to build all the way to the end.