Forum Discussion

🚨 This forum is archived and read-only. To submit a forum post, please visit our new Developer Forum. 🚨
zhoui's avatar
zhoui
Honored Guest
8 years ago

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_bear's avatar
    mouse_bear
    Retired 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.
  • @zhoui 
    @NinjaGaijin

    Hi,

    is there a solution to this problem/conflict ? 

    Thank you for your time