VBO's, what lib/header needed?(Solved)
What library and/or header do I need to use VBO's?
[Edited by - dpadam450 on November 24, 2006 1:54:20 AM]
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.
updated glext.h
rest will be provided by graphics driver. Google for glext.h, get the one from SGI's site.
rest will be provided by graphics driver. Google for glext.h, get the one from SGI's site.
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.
Or you could use glew for a quick crossplatform version that doesn't require messing with function pointers.
Well I already have glext.h, but the compiler says it can't find the functions. Does anyone know what the lib name is?
You can use GLee
All you need to do is include the file. Check out the readme on their site.
Find GLee here
All you need to do is include the file. Check out the readme on their site.
Find GLee here
Identical functionality?
*tried it and im still getting weird linker errors
wglGetProcAddress
wglGetCurrentDC
these are popping up in my linker
*tried it and im still getting weird linker errors
wglGetProcAddress
wglGetCurrentDC
these are popping up in my linker
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.
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.
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement