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#ActualNeosettler

Posted 15 December 2012 - 12:56 PM

Greetings,

I’m looking for a solution to load GL extensions manually on Mac OS X without the need of a library like Glew.

On Windows I use:
#include <windows.h>
#include <glcorearb.h>
LoadLibraryA("opengl32.dll");
GetProcAddress
…and it works beautifully.

On Linux I use:
#include <GL/glx.h>
#include <glcorearb.h>
install libX11-dev
link to X11 lib
glXGetProcAddress
…and the world is a wonderful place.

Now, afaik, glx doesn’t support context above version 2.1 on OS X and I’m trying to find a solution but I’m not sure which direction to take. I’m already digging into XQuartz but I can’t find any relevant example how to create a 4.x context so far.

To help me in my decision making, here is a few questions that could clear things up a bit:

1 - What is the most up to date technique to use OpenGL 4.x on Linux and OS X?
2 - Is there a common way to use OpenGL 4.x between Linux and OS X?
3 - With distribution in mind, is there a way to gather GL dependencies within the API root folder? Think of this as running a GL API on a vanilla OS without the need of installing anything.

Any help would be greatly appreciated.

#2Neosettler

Posted 15 December 2012 - 12:56 PM

Greetings,

I’m looking for a solution to load GL extensions manually on Mac OS X without the need of a library like Glew.

On Windows I use:
#include <windows.h>
#include <glcorearb.h>
LoadLibraryA("opengl32.dll");
GetProcAddress
…and it works beautifully.

On Linux I use:
#include <GL/glx.h>
#include <glcorearb.h>
install libX11-dev
link to X11 lib
glXGetProcAddress
…and the world is a wonderful place.

Now, afaik, glx doesn’t support context above version 2.1 on OS X and I’m trying to find a solution but I’m not sure which direction to take. I’m already digging into XQuartz but I can’t find any relevant example how to create a 4.x context so far.

To help me in my decision making, here is a few questions that could clear things up a bit:

1 - What is the most up to date technique to use OpenGL 4.x on Linux and OS X?
2 - Is there a common way to use OpenGL 4.x between Linux and OS X?
3 - With distribution in mind, is there a way to gather GL dependencies within the API root folder? Think of this as running a GL API on a vanilla OS without the need of installing anything.

Any help would be greatly appreciated.

#1Neosettler

Posted 15 December 2012 - 12:55 PM

Greetings,

I’m looking for a solution to load GL extensions manually on Mac OS X without the need of a library like Glew.

On Windows I use:
#include <windows.h>
#include <glcorearb.h>
LoadLibraryA("opengl32.dll");
GetProcAddress
…and it works beautifully.

On Linux I use:
#include <GL/glx.h>
#include <glcorearb.h>
sudo apt-get install libX11-dev
link to X11 lib
glXGetProcAddress
…and the world is a wonderful place.

Now, afaik, glx doesn’t support context above version 2.1 on OS X and I’m trying to find a solution but I’m not sure which direction to take. I’m already digging into XQuartz but I can’t find any relevant example how to create a 4.x context so far.

To help me in my decision making, here is a few questions that could clear things up a bit:

1 - What is the most up to date technique to use OpenGL 4.x on Linux and OS X?
2 - Is there a common way to use OpenGL 4.x between Linux and OS X?
3 - With distribution in mind, is there a way to gather GL dependencies within the API root folder? Think of this as running a GL API on a vanilla OS without the need of installing anything.

Any help would be greatly appreciated.

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