VisualStudio 2013 IntelliSense Errors (Project compiles fine)

I just started with this tool and i love it! I do have one annoying problem visual studio 2013 IntelliSense is generating over a 100 errors on a new project that compiles just fine. is there any way to get rid of them or ignore them? I am guessing all of you have or had the problem.

I created the project with: Android Native Application

Hi PreciousRoy,

In the Error List, right click on any error and uncheck the Show IntelliSense Errors menu item.

hmm Yes i thought that would be the fix… just dident know if i had something wrong.

thanks anyways ;}

I do have an other question though. i am attempting to draw a triangle in a raw native project.

 * Just the current frame in the display.
static void engine_draw_frame(struct engine* engine) {
    if (engine->display == NULL) {
        // No display.

    // Just fill the screen with a color.
    glClearColor(((float)engine->state.x)/engine->width, engine->state.angle,
            ((float)engine->state.y)/engine->height, 1);

	// An array of 3 vectors which represents 3 vertices
	static const GLfloat g_vertex_buffer_data[] = {
		-1.0f, -1.0f, 0.0f,
		1.0f, -1.0f, 0.0f,
		0.0f, 1.0f, 0.0f,

	// This will identify our vertex buffer
	GLuint vertexbuffer;

	// Generate 1 buffer, put the resulting identifier in vertexbuffer
	glGenBuffers(1, &vertexbuffer);

	// The following commands will talk about our 'vertexbuffer' buffer
	glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);

	// Give our vertices to OpenGL.
	glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);

	// 1rst attribute buffer : vertices
	glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
		0,                  // attribute 0. No particular reason for 0, but must match the layout in the shader.
		3,                  // size
		GL_FLOAT,           // type
		GL_FALSE,           // normalized?
		0,                  // stride
		(void*)0            // array buffer offset

	// Draw the triangle !
	glDrawArrays(GL_TRIANGLES, 0, 3); // Starting from vertex 0; 3 vertices total -> 1 triangle


    eglSwapBuffers(engine->display, engine->surface);

but i am getting some errors that i do not fully understand
1> main.c
1> Tegra-Android/Debug/main.o: In function engine_draw_frame': 1> ...\jni\main.c(163): undefined reference to glEnableVertexAttribArray’
1> …\jni\main.c(165): undefined reference to glVertexAttribPointer' 1> ...\jni\main.c(177): undefined reference to glDisableVertexAttribArray’

my calls to other gl functions work just fine why are these undefined?

Since these functions are available starting with GLES v2, you need to replace GLESv1_CM by GLESv2 in Linker -> Input -> Additional Dependencies property. However, note that glShadeModel is not available for GLES v2, so you need to comment that line out for the sample to compile.

thank you very much DmitryPolyanitsa, I am new to opgl stuff so i was trying stuff out. thanks for the support thumbs up ;}