# OpenGL Latest OpenGL libs and headers for ATI?

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Where do I find the latest OpenGL headers and libs from ATI? I downloaded the SDK but couldn't find them. Can you tell me where they are? Thanks in advance!

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You have them already in your compiler. OpenGL header are not changed for a long time(last change as i am aware of is 1996 and this was OpenGL 1.1), cause the new functionality comes through extensions.

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Quote:
 Original post by Red_falconYou have them already in your compiler. OpenGL header are not changed for a long time(last change as i am aware of is 1996 and this was OpenGL 1.1)

Actually OpenGL has changed a lot, but the Windows implementation has not changed since 1996.

Quote:
 Original post by Red_falconcause the new functionality comes through extensions.

Well, ideally, we would have an updated Windows implementation, so the extensions would only be for bleeding-edge or implementation-specific things, but ah well.

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Fact is, I need libraries that already include the OpenGL 2.0 command set. The ones I am currently using are from the Visual Net. 2003 C++ Compiler which only seems to include the libs for OpenGL 1.5 . Strangely enough, the headers already include the function heads, but I get lots of linker errors naturally.

Do I have any other chance to solve this problem beside the extension mechanism?

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@Desperado: Which functions do you want to use?

@Simian Man: Yeah, that's what i meant. Hopefully GL3 will be more a complete kernel than a whole bunch of extensions. PS: It's funny for a russian like me to see the name of the city where you live in.

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The GLSL functions, namely glCreateShader, glCreateProgram etc.

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I can foresee the future[grin]. I thought already as i wrote the question that you will ask for shader support. There are 2 ways you bind it manually or use an extension lib like glew or glee. For the manual way look on gamedev for article "Moving beyond Windows 1.1"(i hope its the right title).

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Windows really needs a free OpenGL implementation, fgs.
Anyways, thanks.

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 Windows really needs a free OpenGL implementation, fgs.

You haven't got the meaning of !!!Open!!!-GL, or??[lol]

To add to my previous the errors appear cause the entry points must be specified. That's the reason to bind it manually or the best method with a library.

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Then why are we so dependent on Microsofts implementation?

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It does not depend on MS. The most GL headers are old, but wgl and glext headers are updated constantly(as i know). And the most important part is the graphics card driver, which define new extensions along with their entry ponints etc. Don't let it bother you, as i said previously, i hope that GL3 will become a more complete thing and not a loose bunch. ATM i use glew for extensions and have no problems anymore with this whole pointer hassle for right entry point.

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Even if you can get up to date headers, this still leaves the libs. And MS hasn't updated them since 1.1 or so.

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The way the system works means that only MS can update the opengl32.dll, which is a good thing as it's a system dll and you don't really want that being mucked around with.

The opengl32.dll gives you the basic hooks required to make OpenGL go in it's current form, it's automagically loaded by the OS when you try to initalise an OGL context. It then hooks into the MCD/ICD provided by the driver manufacture, which is pretty much what you talk directly to when you get a hardware context.

MS have no intrest in, and indeed with the existance of extension loading libraries no need to, update the lib/dll/h combo. For one thing it would cost them money to develop the software renderer and I guess they have done the research and decided that the cost wasn't worth the gain.

End of the day, forget MS, they are not your friend in the OGL world and you are better off getting a library todo the work.

There are plans afoot for OGL to develop a complete SDK and hopefully with that will come updated headers etc... but thats in the future [smile]

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Would it be a bad thing to have a Windows OpenGL that accesses all functions only via extensions?

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Is it possible to write a lib which references all the OGL Extensions for you, so that all you need to do just #include the library and let it do all the hard work for you so that you can use glCreateShader() etc without having to work on it?

Or would this not be hardware-independant. I know there would have to be different libraries for Windows and Linux.

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Quote:
 Is it possible to write a lib which references all the OGL Extensions for you, so that all you need to do just #include the library and let it do all the hard work for you so that you can use glCreateShader() etc without having to work on it?Or would this not be hardware-independant. I know there would have to be different libraries for Windows and Linux.

Look at my previous posts. I named already GLEW and GLEE libs as example which are doing exactly what you are asking for. Just choose one.

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