[quake3-bugzilla] [Bug 5170] New: use GLEW for extension loading

bugzilla-daemon at icculus.org bugzilla-daemon at icculus.org
Tue Aug 9 12:40:48 EDT 2011


https://bugzilla.icculus.org/show_bug.cgi?id=5170

           Summary: use GLEW for extension loading
           Product: ioquake3
           Version: SVN HEAD
          Platform: All
        OS/Version: All
            Status: NEW
          Severity: enhancement
          Priority: P3
         Component: Video
        AssignedTo: zakk at icculus.org
        ReportedBy: matthias.bentrup at googlemail.com
         QAContact: quake3-bugzilla at icculus.org


Created attachment 2931
  --> https://bugzilla.icculus.org/attachment.cgi?id=2931
glew.diff

The Q3 sdl_glimp contains an adhoc GL extenion loading mechanism to check for
extensions and load the GL function pointers. The number of OpenGL extensions
has increased a lot since 1999, so if you want to use a "modern" GL extension
this extension loader has to be manually extended.

The GLEW library conveniently wraps the GL extension checks and function
pointer loading in a simple call to glew_init(), and makes all functions
defined in any supported GL extension available to the app.

This patch removes the adhoc extension loader and replaces it with GLEW. The
advantage is that new extensions become "automatically" available when GLEW is
updated - the disadvantage is an additional dependency on libGLEW.

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