[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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