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Thread: Using the openGL extention headers and there licenses

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  1. #1
    Junior Member Newbie
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    Jan 2013
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    Question Using the openGL extention headers and there licenses

    Hello everyone I have been looking into using openGL and windows platform

    I understand that windows includes gl.h and glu.h along with there SDK and that those headers support openGL 1.1 functions, but in order to use the newer functions of openGL
    I must using the headers glext.h, glxext.h, and wglext.h.

    Now if I use these, what are the limitations on using them? What are the licenses on them? Can I create and sell a commercial product such as a game or modeling software?
    Or will I have to distribute the source or something along those lines?

    Thanks!

  2. #2
    Senior Member OpenGL Guru
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    May 2009
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    Did you read those headers? From the tenth line of glext.h:

    Code :
     
    ** Permission is hereby granted, free of charge, to any person obtaining a
    ** copy of this software and/or associated documentation files (the
    ** "Materials"), to deal in the Materials without restriction, including
    ** without limitation the rights to use, copy, modify, merge, publish,
    ** distribute, sublicense, and/or sell copies of the Materials, and to
    ** permit persons to whom the Materials are furnished to do so, subject to
    ** the following conditions:
    ** 
    ** The above copyright notice and this permission notice shall be included
    ** in all copies or substantial portions of the Materials.
    ** 
    ** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
    ** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
    ** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
    ** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
    ** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
    ** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
    ** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.

    That's pretty unambiguous.

  3. #3
    Junior Member Newbie
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    Jan 2013
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    Hahah wow...

    Ok, so basically I can do anything I want (In this case create a commercial product and not give away the source/not give the right to modify my software) right? All I have to do is keep that license in the header file
    Or did I read that wrong?
    Last edited by GiraffeTap222; 01-10-2013 at 11:47 PM.

  4. #4
    Senior Member OpenGL Pro
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    Bascially you just can't try to prevent anyone else using the headers.

  5. #5
    Junior Member Newbie
    Join Date
    Jan 2013
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    OK, but also what about this line

    The above copyright notice and this permission notice shall be included
    in all copies or substantial portions of the Materials
    Where does the openGL license go? Does my software become part of the 'Materials'?
    In my application credits or the equivalent?.... Why would I even bother coding?
    Just leave it in the header file?... seems pointless to even include the original message
    In a separate text file named 'openGL_license.txt' that states this only applies to the glext.h and other openGL headers?... It better only apply to the openGL headers or why would I even code with them

    Any help would be greatly appreciated! Especially if you have made a commercial application / application for profit

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