DirectX 11을 사용하여 잠시 작업하려했는데, 먼저 Visual Studio 2010에 Windows 7이 있고 Direct3D 장치를 만들지 않을 때 SDK 버그가 발생했습니다. . 그래서 SDK를 제거하고 Visual Studio 2012를 설치하고 완전히 새로운 코드 세트를 사용하여 창을 만들었습니다.직접 x 11 창을 만들려고하는 중 링커 오류가 발생했습니다.
error LNK2019: unresolved external symbol [email protected] referenced in function "void __cdecl InitD3D(struct HWND__ *)" ([email protected]@[email protected]@@Z) C:\Users\thatguy\Documents\game dev\tutorial work\directx 11 tutorial\directx 11 tutorial\main.obj directx 11 tutorial
이 내가 컴파일하려고 코드입니다 :
이
내 프로젝트 구축을 위해 노력하면 지금 얻을 오류입니다 나는 다이렉트를 추가 한// include the basic windows header files and the Direct3D header files
#include <windows.h>
#include <windowsx.h>
#include <d3d11.h>
#include <d3dx11.h>
#include <d3dx10.h>
// include the Direct3D Library file
#pragma comment (lib, "d3d11.lib")
#pragma comment (lib, "d3dx11.lib")
#pragma comment (lib, "d3dx10.lib")
// global declarations
IDXGISwapChain *swapchain; // the pointer to the swap chain interface
ID3D11Device *dev; // the pointer to our Direct3D device interface
ID3D11DeviceContext *devcon; // the pointer to our Direct3D device context
// function prototypes
void InitD3D(HWND hWnd); // sets up and initializes Direct3D
void CleanD3D(void); // closes Direct3D and releases memory
// the WindowProc function prototype
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
// the entry point for any Windows program
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
HWND hWnd;
WNDCLASSEX wc;
ZeroMemory(&wc, sizeof(WNDCLASSEX));
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)COLOR_WINDOW;
wc.lpszClassName = "WindowClass";
RegisterClassEx(&wc);
RECT wr = {0, 0, 800, 600};
AdjustWindowRect(&wr, WS_OVERLAPPEDWINDOW, FALSE);
hWnd = CreateWindowEx(NULL,
"WindowClass",
"Our First Direct3D Program",
WS_OVERLAPPEDWINDOW,
300,
300,
wr.right - wr.left,
wr.bottom - wr.top,
NULL,
NULL,
hInstance,
NULL);
ShowWindow(hWnd, nCmdShow);
// set up and initialize Direct3D
InitD3D(hWnd);
// enter the main loop:
MSG msg;
while(TRUE)
{
if(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
if(msg.message == WM_QUIT)
break;
}
else
{
// Run game code here
// ...
// ...
}
}
// clean up DirectX and COM
CleanD3D();
return msg.wParam;
}
// this is the main message handler for the program
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch(message)
{
case WM_DESTROY:
{
PostQuitMessage(0);
return 0;
} break;
}
return DefWindowProc (hWnd, message, wParam, lParam);
}
// this function initializes and prepares Direct3D for use
void InitD3D(HWND hWnd)
{
// create a struct to hold information about the swap chain
DXGI_SWAP_CHAIN_DESC scd;
// clear out the struct for use
ZeroMemory(&scd, sizeof(DXGI_SWAP_CHAIN_DESC));
// fill the swap chain description struct
scd.BufferCount = 1; // one back buffer
scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; // use 32-bit color
scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; // how swap chain is to be used
scd.OutputWindow = hWnd; // the window to be used
scd.SampleDesc.Count = 4; // how many multisamples
scd.Windowed = TRUE; // windowed/full-screen mode
// create a device, device context and swap chain using the information in the scd struct
D3D11CreateDeviceAndSwapChain(NULL,
D3D_DRIVER_TYPE_HARDWARE,
NULL,
NULL,
NULL,
NULL,
D3D11_SDK_VERSION,
&scd,
&swapchain,
&dev,
NULL,
&devcon);
}
// this is the function that cleans up Direct3D and COM
void CleanD3D(void)
{
// close and release all existing COM objects
swapchain->Release();
dev->Release();
devcon->Release();
}
디렉토리를 포함하고 lib x64 및 x86 디렉토리에 있지만 여전히 실패합니다.
링커 옵션에서/VERBOSE를 활성화하고 올바른 라이브러리가 가져 오기되었는지 다시 확인하십시오. 디렉토리 설정이 잘못되었을 수 있습니다. –