PS: As jason have some compilation problems too as it use a specific gl.h with a generic glext.h, i'm thinking about not using anymore the gl/glext headers definitions (i'm too bored to fixes each mismatch headers declaration)
Hi All,
Well, I would say that we use the standard gl.h file (otherwise it's too messy) but completely remove the dependency on glext.h.
well, the problem is that gl.h defines ugly things too. as i have reports from users using mesa headers 3.4 (openGL 1.2 only declared but ugly pre 1.3 support) while using Mesa5.0 (very easy to do: install a XFree4.0 and after install only mesa5)
I plan to change all _EXT and _ARB stuff in the D3D7 code by _WINE #defines (defined from the GL extension specs) and to never use at all the function pointer typedef and use my own.
i think you'll have many breakage :)
Basically, my baseline would be GL 1.2 and all the rest would be redefined.
As you want, But for me, I think building with GL1.4 (last ans most complete) headers and detecting/activing caps on runtime it's a more proper solution (no more #ifdef/#define in code, only in d3dcore_gl.h definitions).
Lionel
Regards, Raphael