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if1live
12 years agoHonored Guest
Why Win32+GL is blocked?
In Oculus SDK 0.2.4 + Render_GL_Win32_Device.cpp, cannot create RenderDevice because It return NULL! // Implement static initializer function to create this class. Render::RenderDevice* RenderDev...
electromaggot
12 years agoHonored Guest
Also, besides "glext.h" no longer being available amongst the Windows/DX SDK header files, Microsoft does not provide an "opengl.lib" file so that you can link against "opengl.dll" and resolve all the OpenGL function call symbols!
You see, Microsoft does support OpenGL... they have for a long time... they've almost "had to"... but they seem discourage its use in favor of DirectX/3D.
So to get Win32+GL to work: not only do you have to grab yourself a "glext.h" (like from opengl.org), you'll also need something like GLee.c/GLee.h -- which I highly recommend. The GLee project loads the GL DLL and establishes the linkages manually (e.g., by using GetProcAddress()), so it does all the work. Just be sure to #include "GLee.h" wherever necessary!
It's awfully nice to be able to write code once that ports to multiple platforms. C++ and GL allow this. The Oculus guys have also done a bang-up job with their CommonSrc/Platform code. Nice going, guys!
Tadd
You see, Microsoft does support OpenGL... they have for a long time... they've almost "had to"... but they seem discourage its use in favor of DirectX/3D.
So to get Win32+GL to work: not only do you have to grab yourself a "glext.h" (like from opengl.org), you'll also need something like GLee.c/GLee.h -- which I highly recommend. The GLee project loads the GL DLL and establishes the linkages manually (e.g., by using GetProcAddress()), so it does all the work. Just be sure to #include "GLee.h" wherever necessary!
It's awfully nice to be able to write code once that ports to multiple platforms. C++ and GL allow this. The Oculus guys have also done a bang-up job with their CommonSrc/Platform code. Nice going, guys!
Tadd
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