#define WIN32_LEAN_AND_MEAN#include <windows.h>#include "glext.h" // Make sure its a later edition header....// Shader extensions: (upper case defs are in glext.h)PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB = 0;PFNGLSHADERSOURCEARBPROC glShaderSourceARB = 0;// so on for all required fns...void CheckGlExtensions(){ char* supportedExtensionsString = (char *) glGetString(GL_EXTENSIONS); if (strstr(supportedExtensionsString, "GL_ARB_shader_objects")) { if (strstr(supportedExtensionsString, "GL_ARB_shading_language_100")) { LOG("GL_ARB_shading_language_100 supported"); glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC)wglGetProcAddress("glCreateShaderObjectARB"); glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC)wglGetProcAddress("glShaderSourceARB");// so on for all required fns... } }}...// Now the ARB functions are ready for use.
GLUT is a separate wrapper framework for quick use of OpenGL fixed pipeline stuff (not shaders last time I looked at it).
Ed: Looks like GLEW might depend on GLUT though...
[Edited by - Aph3x on March 14, 2007 8:18:08 AM]