halo
1
This is going to be a little different.
I need to access some OpenGL extensions commands. Stop! I have the headers files already! The problem is, I don’t use C/C++.
BlitzPlus can access opengl32 directly. The way it does this is with function declaration files:
.lib “opengl32.dll”
glAccum ( op%, value#)
glAlphaFunc( func%, ref# )
glAreTexturesResident( n%,textures*,residences*)
glArrayElement( i%)
glBegin( mode% )
However, when I add this line to the declaration file, it says the command is ont found in the DLL:
glActiveTextureARB(a%)
Are these commands in opengl32.dll, or in another one?
Thanks.
[This message has been edited by halo (edited 12-19-2003).]
Mazy
2
In order to use extensions your development environment must be able to load functionpointers at runtime instead of finding them at design time.
You should be able to make a ‘stub’ ( often a variable) that is a definition of the functions in/out parameters, and on runtime do something like
glActiveTextureARB = wglGetProcAddress(‘glActiveTextureARB’);
/Mazy
halo
3
Arghhhhhh! Kill me!
So I guess what this will take is a DLL written in C/C++ to access the function pointers.
system
4
Try GLEW, most of the work seem to be already done. http://glew.sourceforge.net/
If GLEW is too complex for your case, follow the links to other libs : gluX or EXTGL.
Honk
5
Originally posted by halo:
BlitzPlus can access opengl32 directly.
Forgive my ignorance but what is BlitzPlus?