kieranatwork
06-30-2002, 12:20 PM
Well, I've just about finished a gui that generates extension files by directly querying and downloading the extension specs off the registry page.
It was difficult to automate, mainly because of stupid spelling mistakes made in function prototypes in the specs (GLBoolean instead of GLboolean for example), missing commas, and a couple of vendors defining constants beginning with numbers - such as ATI's fragment shader (8X_BIT_ATI...yes they assume you'll add a GL_ before it, but still...it makes parsing more difficult for various reasons).
Anyway, I'm going to try and persuade my employers to allow me to put it on their website for any interested parties to download. There's lots of options for how to generate the files - such as DLL exports, externs etc, and the ability to create wrapper functions that check for null entry points...
It even works with nvparse...
Annoying to write, but it needed to be done.
I didn't like the intel sdk that's on the registry site, as it seems more complicated than it needs to be (dealing with multiple OpenGL context DLL entry points, etc.).
Now to actually do some multi-vendor opengl GRAPHICS work....
It was difficult to automate, mainly because of stupid spelling mistakes made in function prototypes in the specs (GLBoolean instead of GLboolean for example), missing commas, and a couple of vendors defining constants beginning with numbers - such as ATI's fragment shader (8X_BIT_ATI...yes they assume you'll add a GL_ before it, but still...it makes parsing more difficult for various reasons).
Anyway, I'm going to try and persuade my employers to allow me to put it on their website for any interested parties to download. There's lots of options for how to generate the files - such as DLL exports, externs etc, and the ability to create wrapper functions that check for null entry points...
It even works with nvparse...
Annoying to write, but it needed to be done.
I didn't like the intel sdk that's on the registry site, as it seems more complicated than it needs to be (dealing with multiple OpenGL context DLL entry points, etc.).
Now to actually do some multi-vendor opengl GRAPHICS work....