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On Wednesday 28 April 2004 20:21, Lionel Ulmer wrote:
That seems really overkill. It's OK to define some symbols ourselves when they have well-known values, but I don't think shipping the full headers is really necessary; and I don't see how it would solve issues like the above anyway.
Well, the more 'recent' extensions we will use, the more problems we will have. So, to fix all these 'Wine CVS does not build' issues, we can either :
test ALL extensions we plan to use in the configure script and disable on an one-per-one basis. Which is a pain to maintain and not really in-line with what OpenGL provides (as extension should be checked at run-time and not at compile time to have one binary work everywhere).
do some 'partial' re-implementation of OpenGL headers in the Wine
source tree (which is what is done in the dlls/d3d8/d3dcore_gl.h file)
- ship ourselves the most up-to-date version of the OpenGL headers (actually, we could only ship glext.h but due to bugs in some vendors' gl.h and glx.h files, it's a bit problematic) which would mean removal of all the #ifdef / #endif in the code and all the re-definition of the constants in the d3dcore_gl.h file.
What I prefer in the third solution is its 'simplicity'... I.e. maybe shipping glext.h ourselves is overkill, but at least we will develop against a known target instead of having to each time copy / paste the needed extensions in our own header files one by one.
Anyway, it's more Raphael's problem than mine so I will let him continue the discussion if he wishes to :-)
:) Well for d3d8, our goal is to be independent from GL headers, having all we need on d3dcore_gl.h header. In future i'll move all gl backend into wined3d (second point from lionel proposals) For the third point, i agree it should be more clean but currently we only use a little subset of openGL APIs.
Lionel
Regards, Raphael