undefined symbol: glDrawBuffers

问题相关代码,请勿粘贴截图

bool Renderer::CreateShadowTexture()
{
GLenum none = GL_NONE;
GLint defaultFramebuffer = 0;
glGenTextures(1, &_mShadowTextureID);
//glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, _mShadowTextureID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// Setup hardware comparison
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);

glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24,
    shadowMapTextureWidth, shadowMapTextureHeight,
    0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);

glBindTexture(GL_TEXTURE_2D, 0);
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &defaultFramebuffer);
//Render Buffer Objects (RBO) are used along with FBOs as render targets for offline rendering
//We don't need colors stored in RBO, only the depth component which is an internal type
//we specify the type of storage in glRenderbufferStorage
glGenFramebuffers(1, &_mFBO);
glBindFramebuffer(GL_FRAMEBUFFER, _mFBO);
glDrawBuffers(1, &none);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,GL_TEXTURE_2D, _mShadowTextureID, 0);

glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, _mShadowTextureID);

if (GL_FRAMEBUFFER_COMPLETE != glCheckFramebufferStatus(GL_FRAMEBUFFER)) {
    return GL_FALSE;
}

glBindFramebuffer(GL_FRAMEBUFFER, defaultFramebuffer);
return GL_TRUE;

}

运行结果及报错内容

1 warning generated.
[arm64-v8a] Compile++ : AndroidShadowMapping <= jni.cpp
[arm64-v8a] SharedLibrary : libAndroidShadowMapping.so
ld: error: undefined symbol: glDrawBuffers

referenced by Renderer.cpp:231 (jni\Renderer.cpp:231)
./obj/local/arm64-v8a/objs/AndroidShadowMapping/Renderer.o:(Renderer::CreateShadowTexture())
clang++: error: linker command failed with exit code 1 (use -v to see invocation)
make: *** [H:/NDK/build//../build/core/build-binary.mk:657: obj/local/arm64-v8a/libAndroidShadowMapping.so] Error 1

H:\cpp2>

我的解答思路和尝试过的方法

error: undefined symbol: glDrawBuffers 为什么会提示这个报错呢?

应该又是找不到glDrawBuffers函数定义,缺少所在的头文件包含
或者版本过低,2.0版本没有这个函数
==========
#include <glew/glew.h> //GLEW库引入(一定要在GLUT引入之前引入,否则会编译错误),如果要引入其他OpenGL头文件,必须要注意将这个头文件放在前面

#include <gltools/GLTools.h>
#include <gltools/GLShaderManager.h> //着色器管理类
#include <gltools/GLMatrixStack.h> //矩阵堆栈
#include <gltools/GLFrame.h> //矩阵
#include <gltools/GLFrustum.h> //投影矩阵
#include <gltools/GLBatch.h> //三角形批次类
#include <gltools/GLGeometryTransform.h> //几何变换管道
#include <gltools/StopWatch.h> //时间管理
#include <freeglut/freeglut.h>
这几个当中的某一个......

看你这个像是引用了三方库
这种问题原因如下:
1.未配置好库文件,包括版本release或debug等