On 12/6/05, Alexandre Julliard <[EMAIL PROTECTED]> wrote:
> Lionel Ulmer <[EMAIL PROTECTED]> writes:
>
> > Well, this is the big question. I think we should ask Alexandre what happens
> > in the Wine build system if a symbol is exported both by a Win32 DLL (here
> > OpenGL32.DLL) and a Linux ELF DL
Lionel Ulmer <[EMAIL PROTECTED]> writes:
> Well, this is the big question. I think we should ask Alexandre what happens
> in the Wine build system if a symbol is exported both by a Win32 DLL (here
> OpenGL32.DLL) and a Linux ELF DLL (here libGL.so) and a Wine DLL requires to
> be linked to both.
On Tue, Nov 29, 2005 at 05:39:13AM +, Aric Cyr wrote:
> Well I am only working on removing glX calls from wined3d and replacing them
> with wgl calls so I'd rather not impact the GL code if possible. At first I
> didn't quite understand your question, so let me see if I got this right.
> Curr
Lionel Ulmer free.fr> writes:
>
> > Anyone have problems with me
> > submitting a patch which would move the relevant (i.e. not all) parts of
> > dlls/opengl32/wgl.h into include/wingdi.h?
>
> Not from me. It simply that when I did the OpenGL work, 'winelib' was not
> really a priority and so I
> Anyone have problems with me
> submitting a patch which would move the relevant (i.e. not all) parts of
> dlls/opengl32/wgl.h into include/wingdi.h?
Not from me. It simply that when I did the OpenGL work, 'winelib' was not
really a priority and so I did not think about putting the 'wgl.h' header
As the subject says, all of the WGL functions that should be declared in
wingdi.h are currently only found in dlls/opengl32/wgl.h. I ran across this
recently while working on getting wined3d to use wgl instead of glx directly.
Currently I work around it by including wgl.h and adding makefile incl