On Friday, 9 November 2018 at 18:19:22 UTC, Dennis wrote:

Both work, albeit with a lot of warnings:
libcmt.lib(initializers.obj) : warning LNK4098: defaultlib 'msvcrt.lib' conflicts with use of other libs; use /NODEFAULTLIB:library glfw3.lib(init.c.obj) : warning LNK4217: locally defined symbol ___stdio_common_vsprintf imported in function __glfwInputError glfw3.lib(wgl_context.c.obj) : warning LNK4049: locally defined symbol _calloc imported

This is a perennial annoyance when working with static libraries precompiled with Visual Studio on Windows. Some projects are configured one way, some another.


But that's just a minor annoyance, the error is that there are 82 unresolved externals.

glfw3.lib(win32_init.c.obj) : error LNK2019: unresolved external symbol __imp__RegisterDeviceNotificationW@12 referenced in function _createHelperWindow glfw3.lib(win32_init.c.obj) : error LNK2019: unresolved external symbol __imp__CreateWindowExW@48 referenced in function _createHelperWindow
...

When you link statically with a library, you have to link with all of its dependencies, too. For GLFW, you'll need User32.lib, gdi32.lib, and OpenGL32.lib, off the top of my head.

Any particular reason you want to avoid the DLL?

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