Okay, so here's the situation:
I have an application which uses SDL and OpenGL. I've been developing it in Linux (Ubuntu 10.10), and on that platform it compiles, builds, and runs without a hitch. I would like to be able to test my application on Windows, and to that end I have been attempting to cross-compile it with the MinGW toolchain. Right now, the application compiles with no warnings, but for the life of me I cannot get it to link the OpenGL libraries correctly. To be specific, I get the following errors a large number of times:
undefined reference to
_glUseProgram@4'_glDetachShader@8'
undefined reference to
undefined reference to_glDeleteProgram@4'_glDeleteShader@4'
undefined reference to
undefined reference to_glCreateProgram@0'_glCreateShader@4'
undefined reference to
undefined reference to_glShaderSource@16'_glCompileShader@4'
undefined reference to
undefined reference to_glGetShaderiv@12'_glGetShaderInfoLog@16'
undefined reference to
undefined reference to ``_glAttachShader@8'
...and so on
For completeness, the command used to link the application:
i586-mingw32msvc-g++ -Wall -g -DGL_GLEXT_PROTOYPES -o
<output file><object files> -Llib/lib -lmingw32 -lSDLmain -lSDL -mwindows -lglu32 -lopengl32 -I./include -I/usr/include -I./lib
Googling has led me to understand that the glu32 and opengl32 libraries only support an early version of OpenGL (like 1.1 or 1.4), and my application uses OpenGL 3.0+ features, so that is my current theory of where the problem is coming from. That being said, I really have no idea how to fix it.
It should be noted that I am very new to software development, so my understanding of how things work is rather shallow at this point.