NDK-build GLuint在尝试编译时没有命名类型

时间:2021-12-28 05:39:02

So apparently im not too sure how to include Open GL in my SDL application

所以显然我不太确定如何在我的SDL应用程序中包含Open GL

I have:

if _ANDROID_
#include <GLES2/gl2.h>
#include <GLES2/glext.h>

but when I use GLUint I get

但是当我使用GLUint时,我得到了

GLuint does not name a type

GLuint没有命名类型

My android.mk includes

我的android.mk包括

LOCAL_LDLIBS := -lGLESv1_CM -lGLESv2 -llog 

and i am building for android platform 10 (** **)

我正在构建Android平台10(** **)

APP_PLATFORM := android-10 
APP_ABI := armeabi-v7a armeabi x86

So i am not too sure what i am doing wrong

所以我不太清楚我做错了什么

(Added the rest of the file that is having problems:)

(添加了有问题的文件的其余部分:)

#pragma once
#include <stdlib.h>
#include <iostream>
#include <random>
#include <cassert>

#include "vec2.h"
#include "vec3.h"
#include "vec4.h"
#include "mat4.h"
#include "transformations.h"

#if defined(_MSC_VER)
#include <windows.h>
#include <glew.h>
#include <gl\gl.h>
#include <gl\glu.h>
#include <SDL.h>
#include <SDL_ttf.h>
#include <SDL_image.h>
#include <SDL_mixer.h>
#include <SDL_opengl.h>
#include <stdio.h>
#include <string>
#endif

#if __APPLE__
#include <SDL2/SDL.h>
#include <SDL2_image/SDL_image.h>
#include <SDL2_ttf/SDL_ttf.h>
#include <SDL2_mixer/SDL_mixer.h>
#endif

#if __ANDROID__
#include <SDL.h>
#include <SDL_image.h>
#include <SDL_ttf.h>
#include <SDL_mixer.h>
#endif

// vec2 *screen;
/*const*/ // int sw;
/*const*/ // int sh;

#if __IPHONEOS__ || __ANDROID__
#define MOBILE 1
#endif

#if __MACOSX__ || __WINDOWS__ || __LINUX__
#define PC 1
#endif

#if __IPHONEOS__
#include <OpenGLES/ES2/gl.h>
#include <OpenGLES/ES2/glext.h>
inline void glBindVertexArray(GLuint id1) {
   glBindVertexArrayOES(id1);
}
inline void glGenVertexArrays(GLsizei n, GLuint *ids) {
   glGenVertexArraysOES(n, ids);
}
inline void glDeleteVertexArrays(GLsizei n, const GLuint *ids) {
   glDeleteVertexArraysOES(n, ids);
}
#elif TARGET_OS_MAC
#include <OpenGL/gl.h>
#include <OpenGL/glext.h>
inline void glBindVertexArray(GLuint id1) {
   glBindVertexArrayAPPLE(id1);
}
inline void glGenVertexArrays(GLsizei n, GLuint *ids) {
   glGenVertexArraysAPPLE(n, ids);
}
inline void glDeleteVertexArrays(GLsizei n, const GLuint *ids) {
   glDeleteVertexArraysAPPLE(n, ids);
}

#elif __ANDROID__
#include <GLES3/gl3.h>
#include <GLES3/gl3ext.h>
    inline void glBindVertexArray(GLuint id1) {
        glBindVertexArrayOES(id1);
    }
    inline void glGenVertexArrays(GLsizei n, GLuint *ids) {
        glGenVertexArraysOES(n, ids);
    }
    inline void glDeleteVertexArrays(GLsizei n, const GLuint *ids) {
        glDeleteVertexArraysOES(n, ids);
    }
#endif // ANDROID


inline string get_path(string filename) {
   char *base = SDL_GetBasePath();
   string path(base + filename);
   SDL_free(base);
   //cout << "getting path " << path << endl;
   return path;
}

using namespace std;

1 个解决方案

#1


0  

I solved it by using

我用它来解决它

APP_STL := c++_static

instead of

#APP_STL := gnustl_static 

#1


0  

I solved it by using

我用它来解决它

APP_STL := c++_static

instead of

#APP_STL := gnustl_static