Problemy, nierozwiązane zewnętrzne

Chcę rozpocząć pracę z OpenGL 3+ i 4, ale mam problemy z uruchomieniem Glew. Próbowałem dołączyć glew32.lib do Dodatkowych zależności i przeniosłem bibliotekę i .dll do głównego folderu, więc nie powinno być żadnych problemów ze ścieżką. Błędy, które otrzymuję, to:

Error   5   error LNK2019: unresolved external symbol __imp__glewInit referenced in function "void __cdecl init(void)" (?init@@YAXXZ)   C:\Users\Mike\Desktop\Test Folder\ModelLoader through VBO\ModelLoader\main.obj  ModelLoader
Error   4   error LNK2019: unresolved external symbol __imp__glewGetErrorString referenced in function "void __cdecl init(void)" (?init@@YAXXZ) C:\Users\Mike\Desktop\Test Folder\ModelLoader through VBO\ModelLoader\main.obj  ModelLoader
Error   3   error LNK2001: unresolved external symbol __imp____glewGenBuffers   C:\Users\Mike\Desktop\Test Folder\ModelLoader through VBO\ModelLoader\main.obj  ModelLoader
Error   1   error LNK2001: unresolved external symbol __imp____glewBufferData   C:\Users\Mike\Desktop\Test Folder\ModelLoader through VBO\ModelLoader\main.obj  ModelLoader
Error   2   error LNK2001: unresolved external symbol __imp____glewBindBuffer   C:\Users\Mike\Desktop\Test Folder\ModelLoader through VBO\ModelLoader\main.obj  ModelLoader

A oto większość mojego kodu:

#define NOMINMAX

#include <vector>
#include <memory>
#include <string>
#include <iostream>
#include <fstream>
#include <sstream>
#include <Windows.h>
#include <cstdio>
#include <time.h>
#include "GL\glew.h"
#include "glut.h"

#pragma comment(lib, "glew32.lib")
#pragma comment(lib, "opengl32.lib")

using namespace std;

GLsizei screen_width, screen_height;

float camera[3] = {0.0f, 10.0f, -15.0f};

float xPos = 0;
float yPos = 10;
float zPos = -15;
float orbitDegrees = 0;

clock_t sTime;
float fPS;
int fCount;

GLdouble* modelV;
GLdouble* projM;
GLint* vPort;

//Lights settings
GLfloat light_ambient[]= { 0.1f, 0.1f, 0.1f, 0.1f };
GLfloat light_diffuse[]= { 1.0f, 1.0f, 1.0f, 0.0f };
GLfloat light_specular[]= { 1.0f, 1.0f, 1.0f, 0.0f };
GLfloat light_position[]= { 100.0f, 0.0f, -10.0f, 1.0f };

//Materials settings
GLfloat mat_ambient[]= { 0.5f, 0.5f, 0.0f, 0.0f };
GLfloat mat_diffuse[]= { 0.5f, 0.5f, 0.0f, 0.0f };
GLfloat mat_specular[]= { 1.0f, 1.0f, 1.0f, 0.0f };
GLfloat mat_shininess[]= { 1.0f };

typedef struct Vectors {
    float x;
    float y;
    float z;
}Vector;

typedef struct Polys {
    Vector v;
    Vector vt;
    Vector vn;
    int texture;
} Poly;

vector<Vector> vecs;
vector<Vector> normVecs;
vector<Vector> textVecs;

vector<Poly> polyList;


void loadModel(string filepath);
void createTex(string ref);
void render();

// An array of 3 vectors which represents 3 vertices
static const GLfloat g_vertex_buffer_data[] = {
   -1.0f, -1.0f, 0.0f,
   1.0f, -1.0f, 0.0f,
   0.0f,  1.0f, 0.0f,
};

void render()
{
}

void createTex(string ref)
{
}

void loadModel(string filepath)
{
}

void resize (int p_width, int p_height)
{
    if(screen_width==0 && screen_height==0) exit(0);
    screen_width=p_width; // Obtain the new screen width values and store it
    screen_height=p_height; // Height value

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear both the color and the depth buffer so to draw the next frame
    glViewport(0,0,screen_width,screen_height); // Viewport transformation

    glMatrixMode(GL_PROJECTION); // Projection transformation
    glLoadIdentity(); // Initialize the projection matrix as identity
    gluPerspective(45.0f,(GLfloat)screen_width/(GLfloat)screen_height,1.0f,10000.0f);

    glutPostRedisplay(); // This command redraw the scene (it calls the same routine of glutDisplayFunc)
}

void display(void)
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // This clear the background color to dark blue
    glMatrixMode(GL_MODELVIEW); // Modeling transformation
    glPushMatrix();
    glLoadIdentity(); // Initialize the model matrix as identity

    gluLookAt(xPos, yPos, zPos, /* look from camera XYZ */
               0, yPos, 0, /* look at the origin */
               0, 1, 0); /* positive Y up vector */

    glRotatef(orbitDegrees, 0.f, 1.0f, 0.0f);
    //glTranslatef(0.0,0.0,-20); // We move the object forward (the model matrix is multiplied by the translation matrix)
    //rotation_x = 30;
    //rotation_x = rotation_x + rotation_x_increment;
   //rotation_y = rotation_y + rotation_y_increment;
       //rotation_z = rotation_z + rotation_z_increment;

   //if (rotation_x > 359) rotation_x = 0;
   //if (rotation_y > 359) rotation_y = 0;
   //if (rotation_z > 359) rotation_z = 0;

   //  glRotatef(rotation_x,1.0,0.0,0.0); // Rotations of the object (the model matrix is multiplied by the rotation matrices)
   //glRotatef(rotation_y,0.0,1.0,0.0);
   //    glRotatef(rotation_z,0.0,0.0,1.0);

    //if (objarray[0]->id_texture!=-1) 
    //{
    //  glBindTexture(GL_TEXTURE_2D, objarray[0]->id_texture); // We set the active texture 
    //    glEnable(GL_TEXTURE_2D); // Texture mapping ON
    //  printf("Txt map ON");
    //}
    //else
    //    glDisable(GL_TEXTURE_2D); // Texture mapping OFF

    glGetDoublev(GL_PROJECTION_MATRIX, modelV);

    glGetDoublev(GL_PROJECTION_MATRIX, projM);

    glGetIntegerv(GL_VIEWPORT, vPort);

    if(clock() > sTime)
    {
        fPS = fCount;
        fCount = 0;
        sTime = clock() + CLOCKS_PER_SEC;
    }

    render();

    glDisable(GL_LIGHTING);

    GLdouble pos[3];

    gluUnProject(100, yPos, -14, modelV, projM, vPort, &pos[0], &pos[1], &pos[2]);

    char buffer2[255];

    int pAmmount = sprintf(buffer2,"FPS: %.2f", fPS);

    //glRasterPos3f(pos[0], pos[1], pos[2]);

    for(int i = 0; i < pAmmount; i++)
    {
        glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24, buffer2[i]);
    }

    glEnable(GL_LIGHTING);

    /*glPopMatrix();
    glPushMatrix();
    glTranslatef(5.0,0.0,-20.0);
    objarray[1]->render();*/
    glPopMatrix();
    glFlush(); // This force the execution of OpenGL commands
    glutSwapBuffers(); // In double buffered mode we invert the positions of the visible buffer and the writing buffer
    fCount++;
}

void keyboard(unsigned char k, int x, int y)
{
    switch(k)
    {
        case 'w':
                yPos++;
        break;
        case 's':
            yPos--;
        break;
        case 'a':
            xPos--;
        break;
        case 'd':
            xPos++;
        break;
        case 'q':
        orbitDegrees--;
        break;
        case 'e':
            orbitDegrees++;
        break;
        case 'z':
            zPos--;
        break;
        case 'x':
            zPos++;
        break;
    }
}

void initWindow(GLsizei screen_width, GLsizei screen_height)
{
    glClearColor(0.0, 0.0, 0.0, 0.0); // Clear background color to black

    // Viewport transformation
    glViewport(0,0,screen_width,screen_height);

    // Projection transformation
    glMatrixMode(GL_PROJECTION); // Specifies which matrix stack is the target for matrix operations 
    glLoadIdentity(); // We initialize the projection matrix as identity
   gluPerspective(45.0f,(GLfloat)screen_width/(GLfloat)screen_height,1.0f,10000.0f); // We define the "viewing volume"

    gluLookAt(camera[0], camera[1], camera[2], /* look from camera XYZ */
               0, 0, 0, /* look at the origin */
               0, 1, 0); /* positive Y up vector */

    try
    {
        //loadModel("Goku habit dechiré.obj");
        loadModel("Flooring.obj");;
    }
    catch(string& filepath)
    {
        cerr << "Model could not be loaded: " << filepath << endl;

        filepath = "Model could not be loaded: " + filepath;

        wostringstream sString;

        sString << filepath.c_str();

        MessageBox(HWND_DESKTOP, sString.str().c_str(), L"Error: loadModel(string filepath)", MB_OK);
    }

    //Lights initialization and activation
    glLightfv (GL_LIGHT1, GL_AMBIENT, light_ambient);
    glLightfv (GL_LIGHT1, GL_DIFFUSE, light_diffuse);
    glLightfv (GL_LIGHT1, GL_DIFFUSE, light_specular);
    glLightfv (GL_LIGHT1, GL_POSITION, light_position);    
    glEnable (GL_LIGHT1);
    glEnable (GL_LIGHTING);

    //Materials initialization and activation
    glMaterialfv (GL_FRONT, GL_AMBIENT, mat_ambient);
    glMaterialfv (GL_FRONT, GL_DIFFUSE, mat_diffuse);
    glMaterialfv (GL_FRONT, GL_DIFFUSE, mat_specular);
    glMaterialfv (GL_FRONT, GL_POSITION, mat_shininess);

    //Other initializations
    glShadeModel(GL_SMOOTH); // Type of shading for the polygons
    //glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Texture mapping perspective correction
    //glEnable(GL_TEXTURE_2D); // Texture mapping ON
    glPolygonMode (GL_FRONT_AND_BACK, GL_FILL); // Polygon rasterization mode (polygon filled)
    glEnable(GL_CULL_FACE); // Enable the back face culling
    glEnable(GL_DEPTH_TEST); // Enable the depth test 
    glEnable(GL_NORMALIZE);

    /*float* matrix = new float[16];

    glGetFloatv(GL_PROJECTION_MATRIX, matrix);

    for(int i = 0; i < 4; i++)
    {
        cout << matrix[0] << " " << matrix[1] << " " << matrix[2] << " " << matrix[3] << endl;
        matrix += 3;
    }*/

    modelV = new GLdouble[16];

    projM = new GLdouble[16];

    vPort = new GLint[4];

    sTime = clock() + CLOCKS_PER_SEC;
}

void init()
{
    GLenum GlewInitResult;

    GlewInitResult = glewInit();

    if (GLEW_OK != GlewInitResult) {
        fprintf(
            stderr,
            "ERROR: %s\n",
            glewGetErrorString(GlewInitResult)
        );
        exit(EXIT_FAILURE);
    }

    // This will identify our vertex buffer
    GLuint vertexbuffer;

    // Generate 1 buffer, put the resulting identifier in vertexbuffer
    glGenBuffers(1, &vertexbuffer);

    // The following commands will talk about our 'vertexbuffer' buffer
    glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);

    // Give our vertices to OpenGL.
    glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
}

int main(int argc, char **argv)
{
    screen_width = 800;
    screen_height = 800;

    glutInit(&argc, argv);    
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
    glutInitWindowSize(screen_width,screen_height);
    glutInitWindowPosition(0,0);
    glutCreateWindow("ModelLoader");    
    glutDisplayFunc(display);
    glutIdleFunc(display);
    glutReshapeFunc (resize);
    glutKeyboardFunc(keyboard);

    //glutKeyboardFunc(keyboard);
    //glutSpecialFunc(keyboard_s);
    initWindow(screen_width, screen_height);
    init();
    glutMainLoop();

    return 0;
}

questionAnswers(3)

yourAnswerToTheQuestion