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Participant
December 13, 2016

Including GL_SRGB8_ALPHA8 header adds OVR_Win32_IncludeWindows include, which my C app does not like

Hey there. I've been trying to figure out this error I've been getting while trying to make the rift compatible with Q3A, a C App.
I'm getting a strange problem I don't know how to work around. I'm at the point where I'm nearly done with rendering:

http://i.imgur.com/63Veopx.jpg

BUT, I need to use GL_SRGB8_ALPHA8 as the format to write the texture to (or something):

http://i.imgur.com/cnYDmME.jpg

That means I have to include some GL files:

http://i.imgur.com/YKqFVRl.jpg

Most of the headers I've been using compile fine except for:

http://i.imgur.com/p5aZH3x.jpg

OVR_Win32_IncludeWindows file is included automatically, which produces all of these errors:

http://i.imgur.com/0sWJqwb.jpg ;

What's going on here? Why do I need to include this other information, and is there any way around this?

    2 replies

    Inspiring
    December 13, 2016
    Not sure about this. Moving to the PC Dev section. You can switch to the developer section with the drop down menu on the top right hand side of the forum. Thanks.
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
    New Participant
    December 19, 2016
    Correct me if I'm wrong, but wasn't ovr_CreateSwapTextureSetGL deprecated a long time ago and since removed from the SDK ?

    In any case, if all you need is that define, then just define it manually without including any additional headers

    #define GL_SRGB8_ALPHA8_EXT  0x8C43