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Le Vendredi 06 Juin 2003 00:18, Ann and Jason Edmeades a écrit :
Hi,
I just wanted to apologize for the breaks caused by all the d3d8 commits. The gl headers are a real nightmare, and whereas we would have caught the problems over time, instead we get them all in one go.
Well, i haven't fixed all in one pass (as seen by patch 49) ;( i believe its better now with last one
Just a question - What is the general feeling about us having our own gl headers. Our basic aim is to query support before using it, but we need to be able to compile in higher support than available on the build machine. I would initially see something as simple as a /include/wine/winegl.h, and we put all definitions in there (even if they would have come from glext, glx, glxext etc). To start with, it would only be used for d3d8 but probably ddraw support is easy.
well, better ;) my goal is to detect and active all capabilities on runtime and never bother again about declared/defined caps from gl headers (gl,glext,glx). For this we need an header where all defines and functions pointers are declared (as seen in d3dcore_gl.h)
Comments? Jason
Raphael