Colibri T30 OpenGL ES not compiling example

Hello I successfully installed linux on Calibri T30 board and configured eclipse and successfully started “hello-world” according to the manual
Configure Eclipse - Getting Started with Toradex linux&desktop=linux

Right now I’m trying to run the Opengl ES sample code but when I try to build it I get errors.
The code I’m trying to run:

Help me run this basic code/:

ERRORS --------------------------------------------------------------------------------------------------------------
00:25:48 **** Incremental Build of configuration Debug for project testes ****
make all 
Building file: ../src/testes.c
Invoking: Cross GCC Compiler
arm-angstrom-linux-gnueabi-gcc  -march=armv7-a -mthumb -mfpu=neon -mfloat-abi=hard --sysroot=/usr/local/oecore-x86_64/sysroots/armv7at2hf-neon-angstrom-linux-gnueabi -O0 -g3 -Wall -O2 -pipe -g -feliminate-unused-debug-types  -c -MMD -MP -MF"src/testes.d" -MT"src/testes.o" -o "src/testes.o" "../src/testes.c"
../src/testes.c: In function ‘LoadShader’:
../src/testes.c:48:44: error: ‘NULL’ undeclared (first use in this function); did you mean ‘KD_NULL’?
    glShaderSource ( shader, 1, &shaderSrc, NULL );
                                            ^~~~
                                            KD_NULL
../src/testes.c:48:44: note: each undeclared identifier is reported only once for each function it appears in
../src/testes.c: In function ‘Init’:
../src/testes.c:105:50: warning: pointer targets in passing argument 2 of ‘LoadShader’ differ in signedness [-Wpointer-sign]
    vertexShader = LoadShader ( GL_VERTEX_SHADER, vShaderStr );
                                                  ^~~~~~~~~~
../src/testes.c:36:8: note: expected ‘const char *’ but argument is of type ‘GLbyte * {aka signed char *}’
 GLuint LoadShader ( GLenum type, const char *shaderSrc )
        ^~~~~~~~~~
../src/testes.c:106:54: warning: pointer targets in passing argument 2 of ‘LoadShader’ differ in signedness [-Wpointer-sign]
    fragmentShader = LoadShader ( GL_FRAGMENT_SHADER, fShaderStr );
                                                      ^~~~~~~~~~
../src/testes.c:36:8: note: expected ‘const char *’ but argument is of type ‘GLbyte * {aka signed char *}’
 GLuint LoadShader ( GLenum type, const char *shaderSrc )
        ^~~~~~~~~~
../src/testes.c:136:56: error: ‘NULL’ undeclared (first use in this function); did you mean ‘KD_NULL’?
          glGetProgramInfoLog ( programObject, infoLen, NULL, infoLog );
                                                        ^~~~
                                                        KD_NULL
../src/testes.c:143:14: error: ‘FALSE’ undeclared (first use in this function); did you mean ‘KD_FALSE’?
       return FALSE;
              ^~~~~
              KD_FALSE
../src/testes.c:150:11: error: ‘TRUE’ undeclared (first use in this function); did you mean ‘GL_TRUE’?
    return TRUE;
           ^~~~
           GL_TRUE
../src/testes.c: In function ‘InitEGLContext’:
../src/testes.c:200:73: error: ‘NULL’ undeclared (first use in this function); did you mean ‘KD_NULL’?
    surface = eglCreateWindowSurface(userData->eglDisplay, config, hWnd, NULL);
                                                                         ^~~~
                                                                         KD_NULL
../src/testes.c: In function ‘kdMain’:
../src/testes.c:258:45: error: ‘NULL’ undeclared (first use in this function); did you mean ‘KD_NULL’?
    if ( !eglGetConfigs(userData.eglDisplay, NULL, 0, &numConfigs) )
src/subdir.mk:18: recipe for target 'src/testes.o' failed
                                             ^~~~
                                             KD_NULL
../src/testes.c: In function ‘Init’:
../src/testes.c:151:1: warning: control reaches end of non-void function [-Wreturn-type]
 }
 ^
make: *** [src/testes.o] Error 1

00:25:48 Build Finished (took 944ms)

Hi @Oleksandr !

Before going directly to your question, I would like to call your attention to the fact that Colibri T30 reached End Of Life (EOL), as you can see from the module’s Revision History section:

With this in mind, it is not recommended to use this module in new projects. Is your question related to any new project of yours?

Please read the PCN for the EOL of this module in the link above and the link below to get more information about migration to other module:

Best regards,