title: Unable to find entry point 'glCreateShader' in 'OpenGL32.dll
body: <p>I am getting the error "Unable to find an entry point named 'glCreateShader' in DLL 'opengl32.dll'." <br> <br> Does anyone know what could be causing these errors? <br> <br> Here is the class that is causing the error <br> <br></p>
  
  <pre><code>class PixelBlocks
  {
  
      private static ShaderProgram program;
  
      public static void generateBlock(ref objStructs.Block Block)
      {
          Texture blockTex = Block.Texture;
          VBO&lt;Vector3&gt; square;
          VBO&lt;int&gt; elements;
          float Scale = clientInfo.curScale;
          Matrix4 trans;
          Matrix4 SclFct;
  
          program = new ShaderProgram(VertexShader, FragmentShader);
  
          program.Use();
          program["projection_matrix"].SetValue(Matrix4.CreatePerspectiveFieldOfView(0.45f, (float)Program.width / Program.height, 0.1f, 1000f));
          program["view_matrix"].SetValue(Matrix4.LookAt(new Vector3(0, 0, 10), Vector3.Zero, Vector3.Up));
  
          program["light_direction"].SetValue(new Vector3(0, 0, 1));
          program["enable_lighting"].SetValue(Program.lighting);
  
          square = new VBO&lt;Vector3&gt;(new Vector3[] {
              new Vector3(-1, 1, 0),
              new Vector3(1, 1, 0),
              new Vector3(1, -1, 0),
              new Vector3(-1, -1, 0) });
          elements = new VBO&lt;int&gt;(new int[] { 0, 1, 2, 3 }, BufferTarget.ElementArrayBuffer);
  
          trans = Matrix4.CreateTranslation(new Vector3(Block.Blk.x, Block.Blk.y, 0));
          SclFct = Matrix4.CreateScaling(new Vector3(Scale, Scale, 0f));
  
          Block.corners = square;
          Block.elements = elements;
          Block.trans = trans;
          Block.Scale = SclFct;
      }
      public static bool drawBlocks(objStructs.Block[] Blocks)
      {
  
          for(int i = 0; i &lt; Blocks.Length; i++)
          {
              try
              {
                  Gl.UseProgram(program);
  
                  // set up the model matrix and draw the cube
                  program["model_matrix"].SetValue(Blocks[i].trans * Blocks[i].Scale);
  
                  Gl.BindBufferToShaderAttribute(Blocks[i].corners, program, "vertexPosition");
  
                  Gl.BindBuffer(Blocks[i].elements);
  
                  #pragma warning disable CS0618 // Type or member is obsolete
                  Gl.DrawElements(BeginMode.Quads, Blocks[i].elements.Count, DrawElementsType.UnsignedInt, IntPtr.Zero);
                  #pragma warning restore CS0618 // Type or member is obsolete
              }
              catch(Exception e)
              {
                  Console.WriteLine(e);
                  return false;
              }
          }
          return true;
      }
      public static string VertexShader = @"
      #version 130
      in vec3 vertexPosition;
      in vec3 vertexNormal;
      in vec2 vertexUV;
      out vec3 normal;
      out vec2 uv;
      uniform mat4 projection_matrix;
      uniform mat4 view_matrix;
      uniform mat4 model_matrix;
      void main(void)
      {
         normal = normalize((model_matrix * vec4(floor(vertexNormal), 0)).xyz);
         uv = vertexUV;
         gl_Position = projection_matrix * view_matrix * model_matrix * vec4(vertexPosition, 1);
      }
      ";
  
      public static string FragmentShader = @"
      #version 130
      uniform sampler2D texture;
      uniform vec3 light_direction;
      uniform bool enable_lighting;
      in vec3 normal;
      in vec2 uv;
      out vec4 fragment;
      void main(void)
      {
         float diffuse = max(dot(normal, light_direction), 0);
  float ambient = 0.3;
  float lighting = (enable_lighting ? max(diffuse, ambient) : 1);
  fragment = lighting * texture2D(texture, uv);
  }
  ";
  }
  </code></pre>
  
  <p>I know that's a lot of code but I don't what is causing this error.</p>
  
  <p>I am using this library: <a href="https://github.com/giawa/opengl4csharp" rel="nofollow">https://github.com/giawa/opengl4csharp</a> which is why it's not like any other questions</p>
  
  <p>Graphics: Intel Iris Pro Graphics Experimental Version and Recommended Version both Tried
  Processor: Intel i5
  IDE: Visual Studio 2015 Community</p>