#include <windows.h>
#include <GL/glew.h>
#include <GL/glext.h>
#include <GL/gl.h>
#include "renderMain.h"
#include "fileAccess.h"
#define ULONG unsigned long
renderMain()
{
/* Creating and Compiling the Primary Vertex Shader */
GLuint vertShader = 0;
vertShader = glCreateShader(VERTEX_SHADER);
glShaderSource(vertShader, /*insert parameter*/ , /*insert parameter*/);
glCompileShader(vertShader);
/* Creating and Compiling the Primary Fragment Shader */
GLuint fragShader = 0;
fragShader = glCreateShader(FRAGMENT_SHADER);
glShaderSource(fragShader, /*insert parameter*/ , /*insert parameter*/);
glCompileShader(fragShader);
/* Creating Vertex Program */
GLuint progObjVert = 0;
progObjVert = glCreateProgram();
glAttachShader(progObjVert, vertShader);
/* Creating Fragment Program */
GLuint progObjFrag = 0;
progObjFrag = glCreateProgram();
glAttachShader(progObjVert, fragShader);
}
Where I put the "insert parameter" comments is where I will use pointers from the fileAccess source file to get shaders from a file. Also, this is called from main() which is in main.c, which is where all of the windowing and context handling is. But is this the proper way to start out? I can add main.c if that is important.