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?
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?
