In Win32, you can use LoadLibrary, GetProcAddress and FreeLibrary to load functionpointers from a .DLL file. Don’t remember exactly how they work, but you can look in some documentation or help file. They are pretty stright forward, and not that hard to use. This way you can load the functions from 3dfxogl.dll.
tdavie:
Well, don’t wanna start a new argumentation here or anything, even though it was a bit funny
In the code I use (which is, in general, the same code as most Win32 users use) there are no special functions for initializing the card. I use the following functions:
CreateWindow - Creates a standard window, nothing to do with OpenGL
ChoosePixelFormat - Tells you what pixelformats are available
SetPixelFormat - Set the pixelformat you choose
wglCreateContext - Creates an OpenGL rendering context
wglMakeCurrent - Activates the specified context
Now I’m done. No special functions for initializing the card, and It’s fully hardware accelerated. And if you haven’t used Win32, then how do you know what you have to do or not?
As I said to you in the other topic, where we held the major argumentation, I said I’m not playing games that much. And I didn’t say they don’t exist, I said I haven’t seen any place where you can choose to use the OpenGL software renderer. I have seen a place where you can choose renderer, but then you can only choose between my TNT and my Voodoo 1, and both of 'em was hardware, no software option in OpenGL. I have seen a software option, but then it was DirectX and not OpenGL. If you feel like continue this discusion, I sugest we either start a new topic, or just keep it between the two of us (in other words, via e-mail or so). Don’t wanna spam other people questions with our arguments.
p.s. Maybe I sound rude or so, but my intention is not to…
[This message has been edited by Bob (edited 10-02-2000).]