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I just tested the code in chapter 1 (OpenGL 4.0 Shading Language Cookbook)

I have installed Qt5, qmake -tp vc chapter01.pro then open it in vs2010.

Built and got many errors like:

1>D:\APP\Qt5\5.0.0\msvc2010\include\GLES2/gl2.h(38): error C2371: 'GLintptr' : redefinition; different basic types
1>          D:\OpenGL\glew-1.5.4\include\GL/glew.h(1615) : see declaration of 'GLintptr'
1>D:\APP\Qt5\5.0.0\msvc2010\include\GLES2/gl2.h(39): error C2371: 'GLsizeiptr' : redefinition; different basic types
1>          D:\OpenGL\glew-1.5.4\include\GL/glew.h(1614) : see declaration of 'GLsizeiptr'
1>D:\APP\Qt5\5.0.0\msvc2010\include\GLES2/gl2.h(96): warning C4005: 'GL_BLEND_EQUATION_RGB' : macro redefinition
1>          D:\OpenGL\glew-1.5.4\include\GL/glew.h(1666) : see previous definition of 'GL_BLEND_EQUATION_RGB'
1>D:\APP\Qt5\5.0.0\msvc2010\include\GLES2/gl2.h(474): error C2365: '__glewActiveTexture' : redefinition; previous definition was 'data variable'
1>          D:\OpenGL\glew-1.5.4\include\GL/glew.h(12027) : see declaration of '__glewActiveTexture'
1>D:\APP\Qt5\5.0.0\msvc2010\include\GLES2/gl2.h(475): error C2365: '__glewAttachShader' : redefinition; previous definition was 'data variable'


First, I didn't explicitly include gl2.h in this project. Second, I commented out all OpenGL headers and these errors still exist.

How to solve these problems? I have attached the chapter01 code in this post.

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GLEW defines all OpenGL stuff - and you include GLES (OpenGL and OpenGL ES ARE DIFFERENT THINGS!) which expectedly tries to redefine a lot of similarly named stuff. What do you actually want? OpenGL or OpenGL ES?
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• By recp
Hi,
I'm working on new asset importer (https://github.com/recp/assetkit) based on COLLADA specs, the question is not about COLLADA directly
also I'm working on a new renderer to render (https://github.com/recp/libgk) imported document.
In the future I'll spend more time on this renderer of course, currently rendering imported (implemented parts) is enough for me
assetkit imports COLLADA document (it will support glTF too),
importing scene, geometries, effects/materials, 2d textures and rendering them seems working
GLSL profile provides shaders for effects so I don't need to wory about them just compile, link, group them before render

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Actually I wrote them for basic matrials and another version for 2d texture
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Basic material version (only colors):
Texture version:
https://gist.github.com/recp/b0368c74c35d9d6912f524624bfbf5a3
I used subroutines to bind materials, actually I liked it,
In scene graph every node can have different program, and it switches between them if parentNode->program != node->program
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I'm going to implement transparency but I'm considering to create separate shaders,
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Here material struct:
struct Material { ColorOrTexture emission; ColorOrTexture ambient; ColorOrTexture specular; ColorOrTexture reflective; ColorOrTexture transparent; ColorOrTexture diffuse; float shininess; float reflectivEyety; float transparency; float indexOfRefraction; }; ColorOrTexture could be color or 2d texture, if there would be single colorOrTex then I could split into two programs,
Also I'm going to implement transparency, I am not sure how many program that I needed

I'm considering to maintain a few default shaders for COMMON profile,
1-no-texture, 2-one of colorOrTexture contains texture, 3-........

What do you think the shaders I wrote, I would like to write them without branching if posible,
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Thanks

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