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Thread: Library for extensions

  1. #1
    Junior Member Newbie
    Join Date
    Mar 2006
    Posts
    5

    Library for extensions

    Does anybody know where to download the PC libraries needed to use functions from glext.h?

    I'd like to use some things that are not available in version 1.1, such as, glBlendFuncSeparate.

    glext.h is available at http://oss.sgi.com/projects/ogl-sample/registry/

    but I can't find the libraries anywhere. I can't believe this functionality isn't available if I want to maintain cross-platform flexibility. Can anyone help?

    Thank you.

  2. #2
    Senior Member OpenGL Pro
    Join Date
    May 2000
    Location
    Naarn, Austria
    Posts
    1,142

    Re: Library for extensions

    You don't need libraries for these functions, see:
    http://www.opengl.org/resources/faq/...s.htm#exte0070

    There are some free libraries that help you with the extension loading. Have a look at GLEW.

    Strictly speaking you don't need that, you can also code it yourself. But why reinvent the wheel?

  3. #3
    Super Moderator OpenGL Guru
    Join Date
    Feb 2000
    Location
    Montreal, Canada
    Posts
    4,421

    Re: Library for extensions

    BTW, the wiki explains this with a few short lines.
    Read the "Getting started" part.
    You can also download the specifications for the different GL versions from the documents pages
    http://opengl.org/documentation/specs/

    I looked at
    http://www.opengl.org/resources/faq/...s.htm#exte0070

    and oh boy that's ugly!
    You don't ned to type
    (*glActiveTextureARB)(GL_TEXTURE0_ARB);

    Just do
    glActiveTextureARB(GL_TEXTURE0_ARB);

    Personally, I prefer to get rid of the suffix, so
    glActiveTexture(GL_TEXTURE0);
    ------------------------------
    Sig: http://glhlib.sourceforge.net
    an open source GLU replacement library. Much more modern than GLU.
    float matrix[16], inverse_matrix[16];
    glhLoadIdentityf2(matrix);
    glhTranslatef2(matrix, 0.0, 0.0, 5.0);
    glhRotateAboutXf2(matrix, angleInRadians);
    glhScalef2(matrix, 1.0, 1.0, -1.0);
    glhQuickInvertMatrixf2(matrix, inverse_matrix);
    glUniformMatrix4fv(uniformLocation1, 1, FALSE, matrix);
    glUniformMatrix4fv(uniformLocation2, 1, FALSE, inverse_matrix);

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