GLUT问题:c+的错误重新声明+;内置式';wchar#t'; 刚刚安装GLUT,并给我< C++ >错误的C++声明内置类型'WCHARGET''/CODE >。我搜索了解决方案,发现应该包括。但这样做没有帮助。有什么帮助吗

GLUT问题:c+的错误重新声明+;内置式';wchar#t'; 刚刚安装GLUT,并给我< C++ >错误的C++声明内置类型'WCHARGET''/CODE >。我搜索了解决方案,发现应该包括。但这样做没有帮助。有什么帮助吗,c++,opengl,glut,C++,Opengl,Glut,该代码是任何新glut项目的默认代码 代码是: /* * GLUT Shapes Demo * * Written by Nigel Stewart November 2003 * * This program is test harness for the sphere, cone * and torus shapes in GLUT. * * Spinning wireframe and smooth shaded shapes are * displayed until

该代码是任何新glut项目的默认代码

代码是:

/*
 * GLUT Shapes Demo
 *
 * Written by Nigel Stewart November 2003
 *
 * This program is test harness for the sphere, cone
 * and torus shapes in GLUT.
 *
 * Spinning wireframe and smooth shaded shapes are
 * displayed until the ESC or q key is pressed.  The
 * number of geometry stacks and slices can be adjusted
 * using the + and - keys.
 */

#ifdef __APPLE__
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif

#include <stdlib.h>

static int slices = 16;
static int stacks = 16;

/* GLUT callback Handlers */

static void resize(int width, int height)
{
    const float ar = (float) width / (float) height;

    glViewport(0, 0, width, height);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glFrustum(-ar, ar, -1.0, 1.0, 2.0, 100.0);

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity() ;
}

static void display(void)
{
    const double t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
    const double a = t*90.0;

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glColor3d(1,0,0);

    glPushMatrix();
        glTranslated(-2.4,1.2,-6);
        glRotated(60,1,0,0);
        glRotated(a,0,0,1);
        glutSolidSphere(1,slices,stacks);
    glPopMatrix();

    glPushMatrix();
        glTranslated(0,1.2,-6);
        glRotated(60,1,0,0);
        glRotated(a,0,0,1);
        glutSolidCone(1,1,slices,stacks);
    glPopMatrix();

    glPushMatrix();
        glTranslated(2.4,1.2,-6);
        glRotated(60,1,0,0);
        glRotated(a,0,0,1);
        glutSolidTorus(0.2,0.8,slices,stacks);
    glPopMatrix();

    glPushMatrix();
        glTranslated(-2.4,-1.2,-6);
        glRotated(60,1,0,0);
        glRotated(a,0,0,1);
        glutWireSphere(1,slices,stacks);
    glPopMatrix();

    glPushMatrix();
        glTranslated(0,-1.2,-6);
        glRotated(60,1,0,0);
        glRotated(a,0,0,1);
        glutWireCone(1,1,slices,stacks);
    glPopMatrix();

    glPushMatrix();
        glTranslated(2.4,-1.2,-6);
        glRotated(60,1,0,0);
        glRotated(a,0,0,1);
        glutWireTorus(0.2,0.8,slices,stacks);
    glPopMatrix();

    glutSwapBuffers();
}


static void key(unsigned char key, int x, int y)
{
    switch (key)
    {
        case 27 :
        case 'q':
            exit(0);
            break;

        case '+':
            slices++;
            stacks++;
            break;

        case '-':
            if (slices>3 && stacks>3)
            {
                slices--;
                stacks--;
            }
            break;
    }

    glutPostRedisplay();
}

static void idle(void)
{
    glutPostRedisplay();
}

const GLfloat light_ambient[]  = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[]  = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_position[] = { 2.0f, 5.0f, 5.0f, 0.0f };

const GLfloat mat_ambient[]    = { 0.7f, 0.7f, 0.7f, 1.0f };
const GLfloat mat_diffuse[]    = { 0.8f, 0.8f, 0.8f, 1.0f };
const GLfloat mat_specular[]   = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[] = { 100.0f };

/* Program entry point */

int main(int argc, char *argv[])
{
    glutInit(&argc, argv);
    glutInitWindowSize(640,480);
    glutInitWindowPosition(10,10);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);

    glutCreateWindow("GLUT Shapes");

    glutReshapeFunc(resize);
    glutDisplayFunc(display);
    glutKeyboardFunc(key);
    glutIdleFunc(idle);

    glClearColor(1,1,1,1);
    glEnable(GL_CULL_FACE);
    glCullFace(GL_BACK);

    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LESS);

    glEnable(GL_LIGHT0);
    glEnable(GL_NORMALIZE);
    glEnable(GL_COLOR_MATERIAL);
    glEnable(GL_LIGHTING);

    glLightfv(GL_LIGHT0, GL_AMBIENT,  light_ambient);
    glLightfv(GL_LIGHT0, GL_DIFFUSE,  light_diffuse);
    glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
    glLightfv(GL_LIGHT0, GL_POSITION, light_position);

    glMaterialfv(GL_FRONT, GL_AMBIENT,   mat_ambient);
    glMaterialfv(GL_FRONT, GL_DIFFUSE,   mat_diffuse);
    glMaterialfv(GL_FRONT, GL_SPECULAR,  mat_specular);
    glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);

    glutMainLoop();

    return EXIT_SUCCESS;
}
/*
*GLUT形状演示
*
*Nigel Stewart于2003年11月撰写
*
*该程序是球体、圆锥体的测试线束
*以及过剩的圆环形状。
*
*旋转的线框和平滑的阴影形状
*显示,直到按下ESC或q键。这个
*可以调整几何体堆栈和切片的数量
*使用+和-键。
*/
#苹果__
#包括
#否则
#包括
#恩迪夫
#包括
静态int切片=16;
静态整数堆栈=16;
/*GLUT回调处理程序*/
静态空心调整大小(整型宽度、整型高度)
{
常量浮点ar=(浮点)宽度/(浮点)高度;
glViewport(0,0,宽度,高度);
glMatrixMode(GL_投影);
glLoadIdentity();
glFrustum(-ar,ar,-1.0,1.0,2.0,100.0);
glMatrixMode(GLU模型视图);
glLoadIdentity();
}
静态无效显示(无效)
{
const double t=glutGet(GLUT_运行时间)/1000.0;
常数双a=t*90.0;
glClear(GL_颜色_缓冲_位| GL_深度_缓冲_位);
glColor3d(1,0,0);
glPushMatrix();
GLP(-2.4,1.2,-6);
(60,1,0,0);
(a,0,0,1);
实心球体(1,切片,堆叠);
glPopMatrix();
glPushMatrix();
gl(0,1.2,-6);
(60,1,0,0);
(a,0,0,1);
实心圆锥体(1,1,切片,堆叠);
glPopMatrix();
glPushMatrix();
(2.4,1.2,-6);
(60,1,0,0);
(a,0,0,1);
glutSolidTorus(0.2,0.8,切片,堆叠);
glPopMatrix();
glPushMatrix();
GLP(-2.4,-1.2,-6);
(60,1,0,0);
(a,0,0,1);
球体(1,切片,堆叠);
glPopMatrix();
glPushMatrix();
gl(0,-1.2,-6);
(60,1,0,0);
(a,0,0,1);
线锥(1,1,切片,堆叠);
glPopMatrix();
glPushMatrix();
(2.4,-1.2,-6);
(60,1,0,0);
(a,0,0,1);
glutWireTorus(0.2,0.8,切片,堆叠);
glPopMatrix();
glutSwapBuffers();
}
静态无效键(无符号字符键,整数x,整数y)
{
开关(钥匙)
{
案例27:
案例‘q’:
出口(0);
打破
格“+”:
切片++;
堆栈++;
打破
案例'-':
如果(切片>3和堆栈>3)
{
切片--;
堆栈--;
}
打破
}
再发现();
}
静态无效空闲(无效)
{
再发现();
}
const GLfloat light_ambient[]={0.0f,0.0f,0.0f,1.0f};
const GLfloat light_diffuse[]={1.0f,1.0f,1.0f,1.0f};
const GLfloat light_specular[]={1.0f,1.0f,1.0f,1.0f};
const GLfloat light_position[]={2.0f、5.0f、5.0f、0.0f};
常数GLfloat mat_ambient[]={0.7f,0.7f,0.7f,1.0f};
常数GLfloat mat_diffuse[]={0.8f,0.8f,0.8f,1.0f};
常量GLfloat mat_镜面反射[]={1.0f,1.0f,1.0f,1.0f};
常量GLfloat高亮度[]={100.0f};
/*程序入口点*/
int main(int argc,char*argv[])
{
glutInit(&argc,argv);
glutInitWindowSize(640480);
位置(10,10);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_深度);
glutCreateWindow(“GLUT形状”);
GLUTEFUNC(调整大小);
glutDisplayFunc(显示器);
键盘功能(键);
glutIdleFunc(空闲);
glClearColor(1,1,1,1);
glEnable(GL_CULL_面);
正面(背面);
glEnable(GLU深度试验);
glDepthFunc(GL_LESS);
glEnable(GL_LIGHT0);
glEnable(GL_正常化);
glEnable(GL_颜色_材料);
glEnable(德国劳埃德大学照明);
glLightfv(GL_LIGHT0、GL_AMBIENT、light_AMBIENT);
glLightfv(GL_LIGHT0,GL_漫反射,light_漫反射);
glLightfv(GL_LIGHT0,GL_镜面反射,light_镜面反射);
glLightfv(GLU灯0、GLU位置、灯位置);
GLMATERIALV(GL_前部、GL_环境、mat_环境);
GLMATERIALV(GL_前部、GL_漫反射、mat_漫反射);
GLMATERIALV(GL_前部、GL_镜面反射、mat_镜面反射);
GLMATERIALV(GLU正面、GLU反光度、高反光度);
glutMainLoop();
返回退出成功;
}

在我的例子中,codeblocks将编译器的路径设置为旧文件夹C:\MinGW下的安装。当我改为安装在codeblocks目录中时,编译工作正常:

在代码块中,转到设置编译器工具链可执行文件,并将编译器的安装目录更改为代码块目录中的MinGW安装。
感谢@Joao Pedro。

请发布完整的错误消息。您使用的是哪种GLUT实现?您是如何从源代码或二进制文件安装它的?操作系统?编译器?我是从二进制文件安装的。我将“glut32.dll”放在“C:\Windows\SysWOW64”路径中,“glut32.lib”放在“C:\Program Files(x86)\CodeBlocks\MinGW\lib”中,“glut.h”放在“C:\Program Files(x86)\CodeBlocks\MinGW\include\GL”中。正如我在这个链接中看到的。不要去任何靠近古代的地方。使用时,它实际上是维护的。不再维护GLUT,并且它的许可证不允许重新分发库的修改版本(因此其他人无法更新它)。FreeGLUT是维护和更新的