Forum Discussion
zhoui
8 years agoHonored Guest
Conflict between GLEW and CAPI_GLE_GL
I'm new to Oculus development, and I'm trying to incorporate the hand models from the Avatar SDK into the OculusRoomTiny demo. I am using version 1.24.0 of the Oculus SDK and 1.26.0 of the Avatar SDK, in native C++. In the process of doing this, I ran into a conflict. OculusTinyRoom relies heavily on CAPI_GLE.h (included in its header file Win32_GLAppUtil.h) and other associated LibOVR files, whereas the Mirror sample from the Avatar SDK relies on GLEW to expose a lot of OpenGL functionality. However, the two conflict with each other over the inclusion of gl.h; if I try to #include Win32_GLAppUtil.h before glew.h, GLEW complains that gl.h must be included after it. If I try to #include glew.h before Win32_GLAppUtil.h, then CAPI_GLE_GL complains that gl.h must be included after it. Is there some way to work around this incompatibility issue, or a way to conveniently use one or the other instead of both?
2 Replies
- mouse_bearRetired Support@zhoui
Thanks for reaching out! I've passed this question along to our internal engineering team. I'll update you here once I get a response. - PavlioudosHonored Guest@zhoui
@NinjaGaijin
Hi,
is there a solution to this problem/conflict ?
Thank you for your time
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