>> PS: As jason have some compilation problems too as it use a specific gl.h >> with a generic glext.h, i'm thinking about not using anymore the gl/glext >> headers definitions (i'm too bored to fixes each mismatch headers >> declaration)
Hi All, >Well, I would say that we use the standard gl.h file (otherwise >it's too messy) but completely remove the dependency on glext.h. well, the problem is that gl.h defines ugly things too. as i have reports from users using mesa headers 3.4 (openGL 1.2 only declared but ugly pre 1.3 support) while using Mesa5.0 (very easy to do: install a XFree4.0 and after install only mesa5) >I plan to change all _EXT and _ARB stuff in the D3D7 code by >_WINE #defines (defined from the GL extension specs) and to never >use at all the function pointer typedef and use my own. i think you'll have many breakage :) >Basically, my baseline would be GL 1.2 and all the rest would be >redefined. As you want, But for me, I think building with GL1.4 (last ans most complete) headers and detecting/activing caps on runtime it's a more proper solution (no more #ifdef/#define in code, only in d3dcore_gl.h definitions). > Lionel Regards, Raphael