GLUT mit Borland C++ Builder 6

thekiller

Viceinator
Hallo,

ich möchte mein OpenGL-Fenster mit glut initialisieren, aber ich bekomme dann immer einen Linker-Fehler. Ich weis einfach nicht wodran das liegen könnte.

Hier mal die Fehlermeldung:

[Linker Fehler] Unresolved external 'WinMain' referenced from C:\PROGRAM FILES (X86)\BORLAND\CBUILDER6\LIB\C0W32.OBJ

Wenn ich das Fenster mit GLAUX initialisiere dann geht das einwandfrei.
Hoffe Ihr könnt mir helfen...

LG Manuel

EDIT: Hier nochmal mein Quellcode, falls es daran liegen sollte...
Code:
#include <stdlib.h>
#include <GL/glut.h>
#include <pgm.h>

PGM Model;

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);

    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(1024, 768);
    glutInitWindowPosition(10,10);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);

    glutCreateWindow("FreeGLUT Shapes");

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

    glClearColor(0.0, 0.0, 0.0, 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;
}
 
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