我想我又遇到了障碍,这是交易:
Undefined symbols for architecture i386:
"CreateRenderer1()", referenced from:
-[GLView initWithFrame:] in GLView.o
ld: symbol(s) not found for architecture i386
clang: error: linker command failed with exit code 1 (use -v to see invocation)
当您提出问题时,我已经尝试了几乎所有在自动搜索中显示的建议:
将这些库添加到“Build Phases”下的“Link Binary With Libraries”选项卡中:
OpenGLES.framework
QuartzCore.framework
将所有相关文件添加到目标/已编译源
将扩展名为.m的所有相关文件重命名为.mm
我正在尝试在Xcode 4.3.2上的iPhone 5.1模拟器上编译它,有什么明显我错过了吗?我有一种感觉它是在设置中的东西,但我尝试过的任何东西似乎工作=(
编辑:
GLView.h:
#import "IRenderingEngine.hpp"
#import <OpenGLES/EAGL.h>
#import <QuartzCore/QuartzCore.h>
@interface GLView : UIView {
EAGLContext* m_context;
IRenderingEngine* m_renderingEngine;
float m_timestamp;
}
- (void) drawView: (CADisplayLink*) displayLink;
- (void) didRotate: (NSNotification*) notification;
@end
GLView.mm:
#import <OpenGLES/EAGLDrawable.h>
#import "GLView.h"
#import "mach/mach_time.h"
#import <OpenGLES/ES2/gl.h> // <-- for GL_RENDERBUFFER only
@implementation GLView
+ (Class) layerClass
{
return [CAEAGLLayer class];
}
- (id)initWithFrame:(CGRect)frame
{
if (self = [super initWithFrame:frame]) {
CAEAGLLayer* eaglLayer = (CAEAGLLayer*) super.layer;
eaglLayer.opaque = YES;
m_context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1];
if (!m_context || ![EAGLContext setCurrentContext:m_context]) {
[self release];
return nil;
}
m_renderingEngine = CreateRenderer1();
[m_context
renderbufferStorage:GL_RENDERBUFFER
fromDrawable: eaglLayer];
m_renderingEngine->Initialize(CGRectGetWidth(frame), CGRectGetHeight(frame));
[self drawView: nil];
m_timestamp = CACurrentMediaTime();
CADisplayLink* displayLink;
displayLink = [CADisplayLink displayLinkWithTarget:self
selector:@selector(drawView:)];
[displayLink addToRunLoop:[NSRunLoop currentRunLoop]
forMode:NSDefaultRunLoopMode];
[[UIDevice currentDevice] beginGeneratingDeviceOrientationNotifications];
[[NSNotificationCenter defaultCenter]
addObserver:self
selector:@selector(didRotate:)
name:UIDeviceOrientationDidChangeNotification
object:nil];
}
return self;
}
- (void) didRotate: (NSNotification*) notification
{
UIDeviceOrientation orientation = [[UIDevice currentDevice] orientation];
m_renderingEngine->OnRotate((DeviceOrientation) orientation);
[self drawView: nil];
}
- (void) drawView: (CADisplayLink*) displayLink
{
if (displayLink != nil) {
float elapsedSeconds = displayLink.timestamp - m_timestamp;
m_timestamp = displayLink.timestamp;
m_renderingEngine->UpdateAnimation(elapsedSeconds);
}
m_renderingEngine->Render();
[m_context presentRenderbuffer:GL_RENDERBUFFER];
}
/*
// Only override drawRect: if you perform custom drawing.
// An empty implementation adversely affects performance during animation.
- (void)drawRect:(CGRect)rect
{
// Drawing code
}
*/
@end
IRenderingEngine.hpp
enum DeviceOrientation {
DeviceOrientationUnknown,
DeviceOrientationPortrait,
DeviceOrientationPortraitUpsideDown,
DeviceOrientationLandscapeLeft,
DeviceOrientationLandscapeRight,
DeviceOrientationFaceUp,
DeviceOrientationFaceDown,
};
// Creates an instance of the renderer and sets up various OpenGL state.
struct IRenderingEngine* CreateRenderer1();
// Interface to the OpenGL ES renderer; consumed by GLView.
struct IRenderingEngine {
virtual void Initialize(int width, int height) = 0;
virtual void Render() const = 0;
virtual void UpdateAnimation(float timeStep) = 0;
virtual void OnRotate(DeviceOrientation newOrientation) = 0;
virtual ~IRenderingEngine() {}
};
最佳答案 编译器找不到您的IRenderingEngine实现.缺少实现或文件未正确添加到目标.