title: Linker Error in VS 2017 community with GLAD
body: <p>This code is a direct copy of an example.  I have references set, however it appears that GLAD doesn't have a lib file; and I think that is what I am missing.  Does anyone know a way around this issue?</p>
  
  <pre><code>#include &lt;iostream&gt;
  
  // GLAD
  #include &lt;glad/glad.h&gt;
  
  // GLFW
  #include &lt;GLFW/glfw3.h&gt;
  
  
  // This example is taken from https://learnopengl.com/
  // https://learnopengl.com/code_viewer.php?code=getting-started/hellowindow2
  // The code originally used GLEW, I replaced it with Glad
  
  // Compile:
  // g++ example/c++/hellowindow2.cpp -Ibuild/include build/src/glad.c -lglfw -ldl
  
  
  // Function prototypes
  void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
  
  // Window dimensions
  const GLuint WIDTH = 800, HEIGHT = 600;
  
  // The MAIN function, from here we start the application and run the game loop
  int main()
  {
      std::cout &lt;&lt; "Starting GLFW context, OpenGL 3.3" &lt;&lt; std::endl;
      // Init GLFW
      glfwInit();
      // Set all the required options for GLFW
      glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
      glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
      glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
      glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
  
      // Create a GLFWwindow object that we can use for GLFW's functions
      GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", NULL, NULL);
      glfwMakeContextCurrent(window);
      if (window == NULL)
      {
          std::cout &lt;&lt; "Failed to create GLFW window" &lt;&lt; std::endl;
          glfwTerminate();
          return -1;
      }
  
      // Set the required callback functions
      glfwSetKeyCallback(window, key_callback);
  
      if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
      {
          std::cout &lt;&lt; "Failed to initialize OpenGL context" &lt;&lt; std::endl;
          return -1;
      }
  
      // Define the viewport dimensions
      glViewport(0, 0, WIDTH, HEIGHT);
  
      // Game loop
      while (!glfwWindowShouldClose(window))
      {
          // Check if any events have been activated (key pressed, mouse moved etc.) and call corresponding response functions
          glfwPollEvents();
  
          // Render
          // Clear the colorbuffer
          glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
          glClear(GL_COLOR_BUFFER_BIT);
  
          // Swap the screen buffers
          glfwSwapBuffers(window);
      }
  
      // Terminates GLFW, clearing any resources allocated by GLFW.
      glfwTerminate();
      return 0;
  }
  
  // Is called whenever a key is pressed/released via GLFW
  void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
  {
      std::cout &lt;&lt; key &lt;&lt; std::endl;
      if (key == GLFW_KEY_ESCAPE &amp;&amp; action == GLFW_PRESS)
          glfwSetWindowShouldClose(window, GL_TRUE);
  }
  </code></pre>