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dpadam450

VBO's, what lib/header needed?(Solved)

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You should go get GLEW or something similar. It will handle all of the extension stuff for you. You just have to include glew.h and call glewInit() first.

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If you simply include the wglext.h header, though, you will have to use the wgl functions to load the extensions "manually". I imagine you could search on "wgl load extensions" to get a few samples, if you don't know how already.

Or you could use glew for a quick crossplatform version that doesn't require messing with function pointers.

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Identical functionality?

*tried it and im still getting weird linker errors

wglGetProcAddress
wglGetCurrentDC

these are popping up in my linker

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Quote:
Original post by dpadam450
Ok I have glew.h included. I keep getting linker errors.

My linker:
glew32.lib
glew32s.lib


wtf.


Including libs only will not solve your problem. The fact is (if you are using windows) the default opengl32.lib will export all OpenGL functions upto version 1.1. For all other extensions ( 1.1 and above and that includes VBO extensions) you will either have to use glext or GLee.

Both will work. I just prefer GLee thats all and also because it involves including just 2 files in your project. It provides a mechanism to test if a particular extension is supported. This allows my engine to use the extension if supported else fall back on something else. For example, if VBOs are not supported (by older hardware) the engine falls back on Vertex Arrays.

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Quote:
Original post by dpadam450
Identical functionality?

*tried it and im still getting weird linker errors

wglGetProcAddress
wglGetCurrentDC

these are popping up in my linker


Include opengl32.lib in your project.

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