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Thread: beginner opengl where is GLU_EXT_object_space_tess

  1. #1
    Junior Member Newbie
    Join Date
    Jun 2011
    Posts
    3

    beginner opengl where is GLU_EXT_object_space_tess

    beginner opengl where is GLU_EXT_object_space_tess ? or GLU_NURBS_ERROR?
    im beginner , i have old opengl code that i want to port from mac to windows
    in the code i see it is using some constants that i guess dealing with NURBS
    like :
    Code :
    GLU_EXT_object_space_tess
    GLU_EXT_nurbs_tessellator
    GLU_NURBS_ERROR


    and it gives me compilation error that it is : undeclared identifier . i tried to search in the header code in my source (this is what i have in my Microsoft Platform SDK for Windows Server 2003 R2\Include\gl\ dir :
    Code :
    GL.h
    GLAux.h
    GLU.h
    freeglut.h
    freeglut_ext.h
    freeglut_std.h
    glew.h
    glut.h
    glxew.h
    wglew.h

    according to the DoctorGL util im using :
    Code :
    Video Card Vendor:    NVIDIA Corporation
    Renderer:             GeForce 6200 TurboCache(TM)/PCI/SSE2
    OpenGL Version:       2.1.2
    GLU Version:          1.2.2.0 Microsoft Corporation

    but i can't find it , can someone please tell me what are this constants ?

  2. #2
    Super Moderator OpenGL Guru
    Join Date
    Feb 2000
    Location
    Montreal, Canada
    Posts
    4,421

    Re: beginner opengl where is GLU_EXT_object_space_tess

    I guess you need GLU 1.3.
    Windows comes with GLU 1.2, as you see in your output.
    mesa3d comes with GLU 1.3 but you have to compile it yourself.
    ------------------------------
    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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