Problem with TriangleMesh

Hello, I have a problem.

This is my source code.

float* punkty[] = { NULL };
int ilePunktow = 0;
int* indeksy[] = { NULL };
int ileIndeksow = 0;

void drawAnim8orObject(struct Anim8orObject *obj) {
	// OpenGL 1.1
	glEnableClientState(GL_VERTEX_ARRAY);
	glEnableClientState(GL_NORMAL_ARRAY);
	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
	// Analiza obiektu (każdy tzw. mesh):

	int i;
	for (i = 0; i < obj->nMeshes; i++) {
		// Kolor każdego mesha jest (dla uproszczenia) kolorem
		// pierwszego z materiałów dla niego zdefiniowanych:
		glColor4fv(obj->meshes[i]->materials[0].diffuse);
		// Tabela z punkami danego "mesha":
		glVertexPointer(3, GL_FLOAT, 0, obj->meshes[i]->coordinates);
		// Tabela z normalnymi:
		glNormalPointer(GL_FLOAT, 0, obj->meshes[i]->normals);
		// Tabela ze współrzędnymi tekstur:
		glTexCoordPointer(2, GL_FLOAT, 0, obj->meshes[i]->texcoords);
		// Narysowanie kształtu korzystając z tabeli indeksów:
		glDrawElements(GL_TRIANGLES, obj->meshes[i]->nIndices, GL_UNSIGNED_INT, obj->meshes[i]->indices);
		
		punkty[i] = obj->meshes[i]->coordinates;
		ilePunktow = obj->meshes[i]->nVertices;
		indeksy[i] = obj->meshes[i]->indices;
		ileIndeksow = obj->meshes[i]->nIndices;
	}
}

		NxBodyDesc bodyDesc;
		NxActorDesc actorDesc;

		NxTriangleMeshDesc triMesh;
		triMesh.numVertices = ilePunktow;
		triMesh.pointStrideBytes = sizeof(float) * 3;
		triMesh.points = punkty;
		triMesh.numTriangles = ileIndeksow / 3;
		triMesh.triangles = indeksy;
		triMesh.triangleStrideBytes = sizeof(int) * 3;

		NxInitCooking();
		MemoryWriteBuffer buf;

		bool res = NxCookTriangleMesh(triMesh, buf);

		if (!res) {
			printf("Unable to cook a triangle mesh.");
			exit(1);
		}
		NxTriangleMesh* pMesh = gPhysicsSDK->createTriangleMesh(MemoryReadBuffer(buf.data));
		NxCloseCooking();

		NxTriangleMeshShapeDesc tmsd;

		tmsd.meshData = pMesh;
		tmsd.userData = &triMesh;
		tmsd.localPose.t = NxVec3(0.0, 0.0, 0.0);
		tmsd.meshPagingMode = NX_MESH_PAGING_AUTO;

		actorDesc.shapes.pushBack(&tmsd);

		actorDesc.body = NULL;
		actorDesc.globalPose.t = NxVec3(0.0, 0.0, 0.0);*/
		kabina = gScene->createActor(actorDesc);

I have this error. Why ? I would load object from blender to physX and move it.
What could be wrong ?

Error	3	error LNK1120: 2 unresolved externals	C:\Users\Piotrek\Documents\Visual Studio 2013\Projects\Projekt inzynierski\Debug\Projekt inzynierski.exe	1	1	Projekt inzynierski
Error	1	error LNK2019: unresolved external symbol "public: __thiscall MemoryWriteBuffer::MemoryWriteBuffer(void)" (??0MemoryWriteBuffer@@QAE@XZ) referenced in function "public: void __thiscall Dzwig::create(class NxPhysicsSDK &,class NxScene &)" (?create@Dzwig@@QAEXAAVNxPhysicsSDK@@AAVNxScene@@@Z)	C:\Users\Piotrek\Documents\Visual Studio 2013\Projects\Projekt inzynierski\Projekt inzynierski\main.obj	Projekt inzynierski
Error	2	error LNK2019: unresolved external symbol "public: virtual __thiscall MemoryWriteBuffer::~MemoryWriteBuffer(void)" (??1MemoryWriteBuffer@@UAE@XZ) referenced in function "public: void __thiscall Dzwig::create(class NxPhysicsSDK &,class NxScene &)" (?create@Dzwig@@QAEXAAVNxPhysicsSDK@@AAVNxScene@@@Z)	C:\Users\Piotrek\Documents\Visual Studio 2013\Projects\Projekt inzynierski\Projekt inzynierski\main.obj	Projekt inzynierski

Vertex, indices etc. I’m getting from my structure

/////////////////////////////////////////////////////////
//
// Anim8orExport.h
//
//	This file defines the format of Anim8or ".c" models
//
/////////////////////////////////////////////////////////

#if !defined(__ANIM8OR_EXPORT_H)
#define __ANIM8OR_EXPORT_H 1

//#pragma warning(disable:4244)   // No warnings on precision truncation
//#pragma warning(disable:4305)   // No warnings on precision truncation, MSVC 6.0

typedef float color[4];

typedef struct Anim8orMaterial {
	color ambient;
	color diffuse;
	color specular;
	color emissive;
	float Ka, Kd, Ks, Ke;
	float Roughness, Brilliance;
	char *ambientTexture;
	char *diffuseTexture;
	char *specularTexture;
	char *emissiveTexture;
	char *transparencyTexture;
	char *bumpmapTexture;
	char *texture;
} Anim8orMaterial;

typedef struct Anim8orMesh {
	const char *name;
	int nVertices;
	int nIndices;
	int *indices;
	unsigned char *matindices;
	float *coordinates;
	float *normals;
	float *texcoords;
	Anim8orMaterial *materials;
} Anim8orMesh;

typedef struct Anim8orObject {
	const char *name;
	int nMeshes;
	Anim8orMesh *meshes[128];
} Anim8orObject;

I have something wrong with function MemoryWriteBuffer and MemoryReadBuffer and I don’t know what it.