documentation update

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@ -25,13 +25,12 @@ GLEW: The OpenGL Extension Wrangler Library
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@ -48,15 +47,6 @@ GLEW: The OpenGL Extension Wrangler Library
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<tr><td align="center"><i>Last Update: 01-04-05</i></td></tr>
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<!--
Copyright (C) 2004, 2003, 2002, Milan Ikits <milan ikits[at]ieee org>
Copyright (C) 2004, 2003, 2002, Marcelo E. Magallon <mmagallo[at]debian org>
This documentation may not be modified or redistributed in any
form, except by the copyright holder.
-->
<!doctype html public "-//w3c//dtd html 4.01 transitional//en" "http://www.w3.org/TR/html/4/loose.dtd">
<html>
<head>
<title>
GLEW: The OpenGL Extension Wrangler Library
</title>
<meta http-equiv="content-type" content="text/html; charset=US-ASCII">
<link href="glew.css" type=text/css rel=stylesheet>
</head>
<body bgcolor="#fff0d0">
<center>
<table border=0 width="60%" cellpadding="5" cellspacing="5">
<tr>
<td bgcolor="#ffffff" align=center><br><p><img src="./glew.png" alt="glew" width="97" height="75">
<p>
<h1>The OpenGL Extension Wrangler Library</h1>
<p>
<table border=0 cellpadding=0 cellspacing=0 align=center>
<tr><td align=center><a href="#Introduction"><small>Introduction</small></a></td></tr>
<tr><td align=center><a href="#Download"><small>Obtaining GLEW</small></a></td></tr>
<tr><td align=center><a href="#Supported"><small>Supported Extensions</small></a></td></tr>
<tr><td align=center><a href="#Build"><small>How to Build Your Project with GLEW</small></a></td></tr>
<tr><td align=center><a href="#Install"><small>How to Install GLEW</small></a></td></tr>
<tr><td align=center><a href="#Use"><small>How to Use GLEW</small></a></td></tr>
<tr><td align=center><a href="#Utilities"><small>Utilities</small></a></td></tr>
<tr><td align=center>
<a href="#Auto"><small>Automatic Code Generation</small></a>
</td></tr>
<tr><td align=center>
<a href="#Namespace"><small>Separate Namespace</small></a>
</td></tr>
<tr><td align=center>
<a href="#Context"><small>Multiple Rendering Contexts (GLEW MX)</small></a>
</td></tr>
<tr><td align=center><a href="#Issues"><small>Known Issues</small></a></td></tr>
<tr><td align=center><a href="#Credits"><small>Credits, Copyright</small></a></td></tr>
<tr><td align=center><a href="#Log"><small>Change Log</small></a></td></tr>
<tr><td align=center><a href="http://sourceforge.net/tracker/?group_id=67586">
<tr><td align=center><br></td></tr>
</table>
</tr>
<tr><td bgcolor="#fff0d0" align="center"></td></tr>
<tr>
<td bgcolor="#ffffff">
<center><a name="Introduction"><h2>Introduction</h2></a></center>
<p>
The goal of the OpenGL Extension Wrangler Library (GLEW) is to assist
C/C++ OpenGL developers with two tedious tasks: initializing and using
extensions and writing portable applications. GLEW provides an
efficient run-time mechanism to determine whether a certain extension
is supported by the driver or not. OpenGL core and extension
functionality is exposed via a single header file. GLEW currently
supports a variety of platforms and operating systems, including
Windows, Linux, Darwin, Irix, and Solaris.
<p>
</td>
</tr>
<tr><td bgcolor="#fff0d0" align="center"></td></tr>
<tr>
<td bgcolor="#ffffff">
<center><a name="Download"><h2>Obtaining GLEW</h2></a></center>
<p>
Source and precompiled binaries are available at the <a
href="http://glew.sourceforge.net/">project website</a>.
<p>
</td>
</tr>
<tr><td bgcolor="#fff0d0" align="center"></td></tr>
<tr>
<td bgcolor="#ffffff">
<center><a name="Supported"><h2>Supported Extensions</h2></a></center>
<p>
GLEW currently supports the following extensions:
<ul>
<li><a href="glew.html">OpenGL extensions</a>
<li><a href="wglew.html">WGL extensions</a>
<li><a href="glxew.html">GLX extensions</a>
</ul>
<p>
Useful links about OpenGL extensions:
<ul>
<li><a
href="http://www.opengl.org/resources/features/OGLextensions/">
All About OpenGL Extensions</a>
<li><a href="http://oss.sgi.com/projects/ogl-sample/registry/">OpenGL Extension Registry</a>
<li><a
href="http://www.ati.com/developer/sdk/radeonSDK/html/info/Prog3D.html">ATI
OpenGL Extension Specifications</a>
<li><a
href="http://developer.apple.com/opengl/extensions.html">
APPLE OpenGL Extensions Guide</a>
<li><a
href="http://developer.nvidia.com/view.asp?IO=nvidia_opengl_specs">NVIDIA
OpenGL Extension Specifications</a>
</ul>
<p>
</td>
</tr>
<tr><td bgcolor="#fff0d0" align="center"></td></tr>
<tr>
<td bgcolor="#ffffff">
<center><a name="Build"><h2>How to Build Your Project with GLEW</h2></a></center>
<p>
There are two ways to build your project with GLEW.
<p>
<h3>Including the source files / project file</h3>
<p>
The simpler but less flexible way is to include <tt>glew.h</tt> and
<tt>glew.c</tt> into your project and define the <tt>GLEW_STATIC</tt>
preprocessor constant for the static library or executable you are
building together with GLEW (Windows only). You also need to replace
<tt>&lt;GL/gl.h&gt;</tt> and <tt>&lt;GL/glu.h&gt;</tt> with
<tt>&lt;glew.h&gt;</tt> in your code and set the appropriate include
flag (<tt>-I</tt>) to tell the compiler where to look for it. For
example:
<blockquote><pre>#include &lt;glew.h&gt;
#include &lt;GL/glut.h&gt;
&lt;gl, glu, and glut functionality is available here&gt;
</pre></blockquote>
Depending on where you put <tt>glew.h</tt> you may also need to change
the include directives in <tt>glew.c</tt>. Note that if you are using
GLEW together with GLUT, you have to include <tt>glew.h</tt> first.
In addition, <tt>glew.h</tt> includes <tt>glu.h</tt>, so you don't
need to include it separately.
<p>
On Windows you also have the option of adding the supplied project
file <tt>glew_static.dsp</tt> to your workspace (solution) and compile
it together with your other projects. In this case you need to change
the <tt>GLEW_BUILD</tt> preprocessor constant to <tt>GLEW_STATIC</tt>,
otherwise you get build errors. <b>Note that GLEW does not use the C
runtime library, so it does not matter which version (single-threaded,
multi-threaded or multi-threaded DLL) it is linked with (without
debugging information). It is, however, always a good idea to compile all
your projects including GLEW with the same C runtime settings.</b>
<p>
<h3>Using GLEW as a shared library</h3>
<p>
Alternatively, you can use the provided project files / makefile to
build a separate shared library you can link your projects with later.
In this case the best practice is to install <tt>glew.h</tt>,
<tt>glew32.lib</tt>, and <tt>glew32.dll</tt> / <tt>libGLEW.so</tt> to
where the OpenGL equivalents <tt>gl.h</tt>, <tt>opengl32.lib</tt>, and
<tt>opengl32.dll</tt> / <tt>libGL.so</tt> are located. Note that you
need administrative privileges to do this. If you do not have
administrator access and your system administrator will not do it for
you, you can install GLEW into your own lib and include subdirectories
and tell the compiler where to find it. Then you can just replace
<tt>&lt;GL/gl.h&gt;</tt> with <tt>&lt;GL/glew.h&gt;</tt> in your
program:
<blockquote><pre>#include &lt;GL/glew.h&gt;
#include &lt;GL/glut.h&gt;
&lt;gl, glu, and glut functionality is available here&gt;
</pre></blockquote>
or:
<blockquote><pre>#include &lt;GL/glew.h&gt;
&lt;gl and glu functionality is available here&gt;
</pre></blockquote>
<p>
Don't forget to link your project with <tt>glew32.lib</tt>,
<tt>glu32.lib</tt>, and <tt>opengl32.lib</tt> on Windows and
<tt>libGLEW.so</tt>, <tt>libGLU.so</tt>, and <tt>libGL.so</tt> on
Linux and IRIX (<tt>-lGLEW -lGLU -lGL</tt>).
<p>
It is important to keep in mind that <tt>glew.h</tt> includes neither
<tt>windows.h</tt> nor <tt>gl.h</tt>. Also, GLEW will warn you by
issuing a preprocessor error in case you have included <tt>gl.h</tt>,
<tt>glext.h</tt>, or <tt>glATI.h</tt> before <tt>glew.h</tt>.
<p>
</td>
</tr>
<tr><td bgcolor="#fff0d0" align="center"></td></tr>
<tr>
<td bgcolor="#ffffff">
<center><a name="Install"><h2>How to Install GLEW</h2></a></center>
<p>
To install the shared library version of GLEW you need to copy the
headers and libraries into their destination directories. On Windows
this boils down to copying (no, we will not write a Windows installer
for you).
<p>
<center>
<table border=0 cellpadding=0 cellspacing=0>
<tr><td><tt>lib/glew32.dll</tt></td><td>&nbsp;&nbsp;&nbsp;&nbsp;to&nbsp;&nbsp;&nbsp;&nbsp;</td>
<td><tt>%SystemRoot%/system32</tt></td></tr>
<tr><td><tt>lib/glew32.lib</tt></td><td>&nbsp;&nbsp;&nbsp;&nbsp;to&nbsp;&nbsp;&nbsp;&nbsp;</td>
<td><tt>{VC Root}/Lib</tt></td></tr>
<tr><td><tt>include/GL/glew.h</tt></td><td>&nbsp;&nbsp;&nbsp;&nbsp;to&nbsp;&nbsp;&nbsp;&nbsp;</td>
<td><tt>{VC Root}/Include/GL</tt></td></tr>
<tr><td><tt>include/GL/wglew.h</tt></td><td>&nbsp;&nbsp;&nbsp;&nbsp;to&nbsp;&nbsp;&nbsp;&nbsp;</td>
<td><tt>{VC Root}/Include/GL</tt></td></tr>
</table>
</center>
<p>
where <tt>{VC Root}</tt> is your Visual C++ directory, typically
<tt>C:/Program Files/Microsoft Visual Studio/VC98</tt> for Visual
Studio 6.0 or <tt>C:/Program Files/Microsoft Visual
Studio/Vc7/PlatformSDK</tt> for Visual Studio .NET.
<p>
On Linux and IRIX, typing <tt>"make install"</tt> will attempt to install GLEW
into <tt>/usr/include/GL</tt> and <tt>/usr/lib</tt>. You can
customize the installation target via the <tt>GLEW_DEST</tt>
environment variable if you do not have write access
to these directories.
<p>
</td>
</tr>
<tr><td bgcolor="#fff0d0" align="center"></td></tr>
<tr>
<td bgcolor="#ffffff">
<center><a name="Use"><h2>How to Use GLEW</h2></a></center>
<p>
<h3>Initializing GLEW</h3>
<p>
First you need to create a valid OpenGL rendering context and call
<tt>glewInit()</tt> to initialize the extension entry points. If
<tt>glewInit()</tt> returns <tt>GLEW_OK</tt>, the initialization
succeeded and you can use the available extensions as well as core
OpenGL functionality. For example:
<blockquote><pre>#include &lt;GL/glew.h&gt;
#include &lt;GL/glut.h&gt;
...
glutInit(&amp;argc, argv);
glutCreateWindow("GLEW Test");
GLenum err = glewInit();
if (GLEW_OK != err)
{
/* problem: glewInit failed, something is seriously wrong */
fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
...
}
fprintf(stdout, "Status: Using GLEW %s\n", glewGetString(GLEW_VERSION));
</pre></blockquote>
<p>
<h3>Querying the available OpenGL extensions</h3>
<p>
Starting from GLEW 1.1.0, you can find out if a particular extension
is available on your platform by querying globally defined variables
of the form <tt>GLEW_{extension_name}</tt>:
<blockquote><pre>if (GLEW_ARB_vertex_program)
{
/* it is safe to use the ARB_vertex_program extension here */
glGenProgramsARB(...);
}
</pre></blockquote>
<b>In GLEW 1.0.x, a global structure was used for this task. To ensure
binary compatibility between releases, the struct was replaced with a
set of variables.</b>
<p>
You can also check for core OpenGL functionality. For example, to
see if OpenGL 1.3 is supported:
<blockquote><pre>if (GLEW_VERSION_1_3)
{
/* Yay! OpenGL 1.3 is supported! */
}
</pre></blockquote>
In general, you can check if <tt>GLEW_{extension_name}</tt> or
<tt>GLEW_VERSION_{version}</tt> is set or not.
<p>
For extensions <tt>glewGetExtension</tt> provides a slower alternative:
<blockquote><pre>if (GL_TRUE == glewGetExtension("GL_ARB_fragment_program"))
{
/* Looks like ARB_fragment_program is supported. */
}
</pre></blockquote>
<p>
<h3>Experimental drivers</h3>
<p>
GLEW works by querying the supported extensions from the graphics
driver. Experimental drivers, however, might not report every
available extension through the standard mechanism, in which case GLEW
will report it unsupported. To circumvent this situation, the
<tt>glewExperimental</tt> global switch can be turned on by setting it
to <tt>GL_TRUE</tt> before calling <tt>glewInit()</tt>. This makes
sure that all extensions with valid entry points will be exposed.
<p>
<h3>Platform specific extensions</h3>
<p>
Platform specific extensions are separated into two header files:
<tt>wglew.h</tt> and <tt>glxew.h</tt>, which define the available
<tt>WGL</tt> and <tt>GLX</tt> extensions. To determine if a certain
extension is supported, query <tt>WGLEW_{extension name}</tt> or
<tt>GLXEW_{extension_name}</tt>. For example:
<blockquote><pre>#include &lt;GL/wglew.h&gt;
if (WGLEW_ARB_pbuffer)
{
/* OK, we can use pbuffers */
}
else
{
/* Sorry, pbuffers will not work on this platform */
}
</pre></blockquote>
<tr><td bgcolor="#fff0d0" align="center"></td></tr>
<tr>
<td bgcolor="#ffffff">
<center><a name="Utilities"><h2>Utilities</h2></a></center>
<p>
GLEW provides two command line tools: one for creating a list of
available extensions and visuals; and another for verifying extension
entry points.
<p>
<h3>visualinfo: extensions and visuals</h3>
<p>
<tt>visualinfo</tt> is an extended version of <tt>glxinfo</tt>. On
Windows, by default it creates a file called <tt>visualinfo.txt</tt>
that contains a list of available OpenGL, WGL, and GLU extensions as
well as a table of visuals aka. pixel formats. Pbuffer and multiple
output capable visuals are also included. For additional usage
information, type <tt>visualinfo -h</tt>.
<p>
<h3>glewinfo: extension verification utility</h3>
<p>
<tt>glewinfo</tt> allows you to verify the entry points for the
extensions supported on your platform. It uses GLEW to find out which
extensions and entry points are available. On Windows it reports the
results to a text file called <tt>glewinfo.txt</tt>, on Unix it prints
them to <tt>stdout</tt>. <p>
Windows Usage: <blockquote><pre>glewinfo [-pf &lt;id&gt;]</pre></blockquote>
where <tt>&lt;id&gt;</tt> is the pixelformat id for which the
capabilities are displayed.
<p>
Unix Usage:
<blockquote><pre>glewinfo [-display &lt;dpy&gt;] [-visual &lt;id&gt;]</pre></blockquote>
where <tt>&lt;dpy&gt;</tt> is the X11 display and <tt>&lt;id&gt;</tt> is
the visual id for which the capabilities are displayed.
<p>
</td>
</tr>
<tr><td bgcolor="#fff0d0" align="center"></td></tr>
<tr>
<td bgcolor="#ffffff">
<center><a name="Auto"><h2>Automatic Code Generation</h2></a></center>
<p>
Starting with release 1.1.0, the source code and parts of the
documentation are automatically generated from the extension
specifications via a two-step process. In the first step,
specification files from the OpenGL registry are parsed and skeleton
descriptors are created for each extension. These descriptors contain
all necessary information for creating the source code and
documentation in a simple and compact format, including the name of
the extension, url, tokens, function declarations, typedefs and struct
definitions. In the second step, the header files as well as the
library and glewinfo source are generated from the descriptor
files. The code generation scripts are located in the <tt>auto</tt>
subdirectory.
<p>
</td>
</tr>
<tr><td bgcolor="#fff0d0" align="center"></td></tr>
<tr>
<td bgcolor="#ffffff">
<center><a name="Namespace"><h2>Separate Namespace</h2></a></center>
<p>
To avoid name clashes when linking with libraries that include the
same symbol, extension entry points are declared in a separate
namespace (release 1.1.0 and up). This is achieved by aliasing OpenGL
function names to their GLEW equivalents. For instance,
<tt>glFancyFunction</tt> is simply an alias to
<tt>glewFancyFunction</tt>. Note that the separate namespace doesn't
effect token and function pointer definitions.
<p>
</td>
</tr>
<tr><td bgcolor="#fff0d0" align="center"></td></tr>
<tr>
<td bgcolor="#ffffff">
<center><a name="Context"><h2>Multiple Rendering
Contexts (GLEW MX)</h2></a></center>
<p>
Starting with release 1.2.0, thread-safe support for multiple
rendering contexts (possibly with different capabilities) is
available. Since this is not required by most users, it is not added
to the binary releases to maintain compatibility between different
versions. To include multi-context support, you have to do the
following:
<ol>
<li>Compile and use GLEW with the <tt>GLEW_MX</tt> preprocessor token
defined.</li>
<li>For each rendering context, create a <tt>GLEWContext</tt> object
that will be available as long as the rendering context exists.</li>
<li>Define a macro or function called <tt>glewGetContext()</tt> that
returns a pointer to the <tt>GLEWContext</tt> object associated with
the rendering context from which OpenGL/WGL/GLX calls are
issued. (This dispatch mechanism is primitive, but generic.)
<li>Replace the global <tt>glewInit()</tt> call with
<tt>glewContextInit(glewGetContext())</tt>. Note, that the
<tt>GLEWContext</tt> pointer returned by <tt>glewGetContext()</tt> has
to reside in global or thread-local memory. Also, remember to call
<tt>glewContextInit</tt> after creating the <tt>GLEWContext</tt> object
in each rendering context.
</ol>
<p>Note that according to <a
href="http://msdn.microsoft.com/library/default.asp?url=/library/en-us/opengl/ntopnglr_6yer.asp">WGL
documentation</a>, you have to initialize the entry points for every
rendering context you create that use pixel formats with different
capabilities (for example the pixel formats provided by the generic
software OpenGL implementation by Microsoft vs. the hardware
accelerated pixel formats). <b>GLEW by default ignores this
requirement, and does not define per-context entry points (you can
however do this using the steps described above).</b> Assuming a
global namespace for the entry points works in most situations,
because typically all hardware accelerated pixel formats provide the
same entry points and capabilities (and why would anyone want to use
the software renderer when hardware acceleration is available?). This
means that unless you use the multi-context version of GLEW, you need
to call <tt>glewInit()</tt> only once in your program, or more
precisely, once per process.</p>
<p>
</td>
</tr>
<tr><td bgcolor="#fff0d0" align="center"></td></tr>
<tr>
<td bgcolor="#ffffff">
<center><a name="Issues"><h2>Known Issues</h2></a></center>
<p>
GLEW requires GLX 1.2 to assure compatibility with GLUT. Also,
the SGI GLX video extensions are currently not supported.
<p>
</td>
</tr>
<tr><td bgcolor="#fff0d0" align="center"></td></tr>
<tr>
<td bgcolor="#ffffff">
<center><a name="Credits"><h2>Credits, Copyright</h2></a></center>
<p>
GLEW was developed by Milan Ikits and Marcelo Magallon. They also
perform occasional maintainance to make sure that GLEW stays in mint
condition. Aaron Lefohn, Joe Kniss, and Chris Wyman were the first
users and also assisted with the design and debugging process. The
acronym GLEW originates from Aaron Lefohn. Pasi K&auml;rkk&auml;inen
identified and fixed several problems with GLX and SDL. Nate Robins
created the <tt>wglinfo</tt> utility, to which modifications were
added by Michael Wimmer.
<p>
<p>
GLEW is originally derived from the EXTGL project by Lev Povalahev. The
source code is licensed under the modified BSD license, the <a
href="sgi.txt">SGI Free Software License B</a>, and the <a
href="glx.txt">GLX Public License</a>. The automatic code
generation scripts and the config.guess script (from the GNU config tools) are
released under the <a href="gpl.txt">GPL</a>.
<blockquote><pre></pre></blockquote>
</td>
</tr>
<tr><td bgcolor="#fff0d0" align="center"></td></tr>
<tr>
<td bgcolor="#ffffff">
<center><a name="Log"><h2>Change Log</h2></a></center>
<p>
<ul class="none">
<li><b>1.2.5</b> [12-06-04]
<ul>
<li> New extensions:
<ul>
<li>GL_ATI_texture_compression_3dc
<li>GL_EXT_Cg_shader
<li>GL_EXT_draw_range_elements
<li>GL_KTX_buffer_region
</ul>
<li> Bug fixes:
<ul>
<li> OpenGL version detection bug
<li> Problems with wxWindows and MinGW compilation
<li> <tt>visualinfo</tt> compilation problem with GLEW_MX specified
<li> Wrong token name in OpenGL 1.5 core
</ul>
<li> Support for FreeBSD
</ul>
</ul>
<p>
<ul class="none">
<li><b>1.2.4</b> [09-06-04]
<ul>
<li> Added ARB_draw_buffers and ARB_texture_rectangle
<li> Replaced <tt>wglinfo</tt> with <tt>visualinfo</tt>
</ul>
<p>
<li><b>1.2.3</b> [06-10-04]
<ul>
<li> Added NV_fragment_program2, NV_fragment_program_option, NV_vertex_program2_option, NV_vertex_program3
<li> Bug fix in GL_ARB_vertex_blend
</ul>
<p>
<li><b>1.2.2</b> [05-08-04]
<ul>
<li> Added GL_EXT_pixel_buffer_object, removed GL_NV_element_array
<li> Fixed GLEW_MX problems
<li> Bug fix in GL_EXT_texture_rectangle and <tt>wglinfo</tt>
</ul>
<p>
<li><b>1.2.1</b> [03-18-04]
<ul>
<li> Bug fix in OpenGL version query (early release of 1.2.0 contained this bug)
<li> Bug fix in GL_ARB_shader_objects and temporary bug fix in GL_ARB_vertex_shader
<li> Added flags on GDI support and multisampling to <tt>wglinfo</tt>
</ul>
<p>
<li><b>1.2.0</b> [02-19-04]
<ul>
<li> Added full OpenGL 1.5 support
<li> Added support for multiple rendering contexts with different capabilities
<li> Added command line flags to <tt>glewinfo</tt> for selecting displays and visuals
<li> Added GLX_SGIS_multisample, GLX_SUN_video_resize, and GL_SUN_read_video_pixels
<li> Added MinGW/MSYS support
<li> Bug fixes in GL_ARB_shader_objects and the OS X build
</ul>
<p>
<li><b>1.1.4</b> [12-15-03]
<ul>
<li> Added GL_APPLE_float_pixels, GL_APPLE_texture_range,
GL_EXT_texture_cube_map, GL_EXT_texture_edge_clamp,
GLX_ATI_pixel_format_float, and GLX_ATI_render_texture
<li> Bug fixes in GL_ATI_map_object_buffer and GL_ATI_fragment_shader
</ul>
<p>
<li><b>1.1.3</b> [10-28-03]
<ul>
<li> Added Solaris and Darwin support
<li> Added GL_ARB_fragment_shader, GL_ARB_shader_objects, and
GL_ARB_vertex_shader
<li> Fixed bug in GL_WIN_swap_hint
<li> Removed <tt>glewinfo</tt>'s dependency on <tt>GLUT</tt>
</ul>
<p>
<li><b>1.1.2</b> [09-15-03]
<ul>
<li> Removed dependency on WGL_{ARB,EXT}_extensions_string
<li> Added glewGetString for querying GLEW version string
</ul>
<p>
<li><b>1.1.1</b> [08-11-03]
<ul>
<li> Added GLX_NV_float_buffer
<li> Fixed bug in GL_ARB_vertex_buffer_object
<li> Minor updates in documentation
</ul>
<p>
<li><b>1.1.0</b> [07-08-03]
<ul>
<li> Added automatic code generation
<li> Added almost every extension in the registry
<li> Added separate namespace
<li> Added IRIX support
<li> Updated documentation
</ul>
<p>
<li><b>1.0.7</b> [06-29-03]
<ul>
<li> Added GL_EXT_depth_bounds_test
<li> Fixed typos
</ul>
<p>
<li><b>1.0.6</b> [05-05-03]
<ul>
<li> Added ARB_vertex_buffer_object and NV_half_float
<li> Updated <tt>wglinfo</tt>
<li> Temporary Linux bug fixes (problems with SDL and MESA)
</ul>
<p>
<li><b>1.0.5</b> [02-17-03]
<ul>
<li> Bug fixes
<li> Added <tt>wglinfo</tt>
<li> Updated documentation
</ul>
<p>
<li><b>1.0.4</b> [02-02-03]
<ul>
<li> Added NV_texture_expand_normal
<li> Added mingw support
<li> Updated documentation
</ul>
<p>
<li><b>1.0.3</b> [01-09-03]
<ul>
<li> Cleaned up ATI extensions
<li> Changed function prototypes to match glext.h
<li> Added EXT_texture3D
<li> Fixed typos in ATI_vertex_attrib_array_object and ATI_draw_buffers
</ul>
<p>
<li><b>1.0.2</b> [12-21-02]
<ul>
<li> Added list of supported extensions to documentation
<li> Added NV_half_float and NV_texgen_emboss
</ul>
<p>
<li><b>1.0.1</b> [12-17-02]
<ul>
<li> Bug fixes
<li> Added glewGetExtension
</ul>
<p>
<li><b>1.0.0</b> [12-12-02]
<ul>
<li> Initial release
</ul>
</ul>
</td>
</tr>
<tr>
<td bgcolor="#FFF0D0">
<table border="0" cellspacing="0" cellpadding="0" width="100%">
<tr>
<td align="right">
<i>Last update: 12-06-04</i></td>
</tr>
</table>
</td>
</tr>
</table>
</center>
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<h1>The OpenGL Extension Wrangler Library</h1>
<h2>Automatic Code Generation</h2>
<p>
Starting from release 1.1.0, the source code and parts of the
documentation are automatically generated from the extension
specifications in a two-step process. In the first step,
specification files from the OpenGL registry are downloaded and
parsed. Skeleton descriptors are created for each extension. These
descriptors contain all necessary information for creating the source
code and documentation in a simple and compact format, including the
name of the extension, url link to the specification, tokens, function
declarations, typedefs and struct definitions. In the second step,
the header files as well as the library and glewinfo source are
generated from the descriptor files. The code generation scripts are
located in the <tt>auto</tt> subdirectory.
</p>
<p>
The code generation scripts require GNU make, wget, and perl. On
Windows, the simplest way to get access to these tools is to install
<a href="http://www.cygwin.com/">Cygwin</a>. The makefile in the
<tt>auto</tt> directory provides the following build targets:
</p>
<center>
<table border=0 cellpadding=0 cellspacing=0> <!-- bgcolor="#f0f0f0" -->
<tr><td align="right" valign="top" width="25%"><tt>make</tt></td>
<td>&nbsp;&nbsp;&nbsp;&nbsp;</td>
<td align=left>Create the source files from the descriptors. If the
descriptors do not exist, create them from the spec files. If the spec
files do not exist, download them from the OpenGL repository.</td></tr>
<tr><td align="right" valign="top"><tt>make clean</tt></td>
<td>&nbsp;&nbsp;&nbsp;&nbsp;</td>
<td align=left>Delete the source files.</td></tr>
<tr><td align="right" valign="top"><tt>make clobber</tt></td>
<td>&nbsp;&nbsp;&nbsp;&nbsp;</td>
<td align=left>Delete the source files and the descriptors.</td></tr>
<tr><td align="right" valign="top"><tt>make destroy</tt></td>
<td>&nbsp;&nbsp;&nbsp;&nbsp;</td>
<td align=left>Delete the source files, the descriptors, and the spec files.</td></tr>
<tr><td align="right" valign="top"><tt>make custom</tt></td>
<td>&nbsp;&nbsp;&nbsp;&nbsp;</td>
<td align=left>Create the source files for the extensions
listed in <tt>auto/custom.txt</tt>. See "Custom Code
Generation" below for more details.</td></tr>
</table>
</center>
<h3>Adding a New Extension</h3>
<p>
To add a new extension, create a descriptor file for the extension in
<tt>auto/core</tt> and rerun the code generation scripts by typing
<tt>make clean; make</tt> in the <tt>auto</tt> directory.
</p>
<p>
The format of the descriptor file is given below. Items in
brackets are optional.
</p>
<p class="pre">
&lt;Extension Name&gt;<br>
[&lt;URL of Specification File&gt;]<br>
&nbsp;&nbsp;&nbsp;&nbsp;[&lt;Token Name&gt; &lt;Token Value&gt;]<br>
&nbsp;&nbsp;&nbsp;&nbsp;[&lt;Token Name&gt; &lt;Token Value&gt;]<br>
&nbsp;&nbsp;&nbsp;&nbsp;...<br>
&nbsp;&nbsp;&nbsp;&nbsp;[&lt;Typedef&gt;]<br>
&nbsp;&nbsp;&nbsp;&nbsp;[&lt;Typedef&gt;]<br>
&nbsp;&nbsp;&nbsp;&nbsp;...<br>
&nbsp;&nbsp;&nbsp;&nbsp;[&lt;Function Signature&gt;]<br>
&nbsp;&nbsp;&nbsp;&nbsp;[&lt;Function Signature&gt;]<br>
&nbsp;&nbsp;&nbsp;&nbsp;...<br>
<!-- &nbsp;&nbsp;&nbsp;&nbsp;[&lt;Function Definition&gt;]<br>
&nbsp;&nbsp;&nbsp;&nbsp;[&lt;Function Definition&gt;]<br>
&nbsp;&nbsp;&nbsp;&nbsp;...<br> -->
</p>
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<p>
Note that <tt>Function Definitions</tt> are copied to the header files
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<p>
Take a look at one of the files in <tt>auto/core</tt> for an
example. Note that typedefs and function signatures should not be
terminated with a semicolon.
</p>
<h3>Custom Code Generation</h3>
<p>
Starting from GLEW 1.3.0, it is possible to control which extensions
to include in the libarary by specifying a list in
<tt>auto/custom.txt</tt>. This is useful when you do not need all the
extensions and would like to reduce the size of the source files.
Type <tt>make clean; make custom</tt> in the <tt>auto</tt> directory
to rerun the scripts with the custom list of extensions.
</p>
<p>
For example, the following is the list of extensions needed to get GLEW and the
utilities to compile.
</p>
<p class="pre">
WGL_ARB_extensions_string<br>
WGL_ARB_multisample<br>
WGL_ARB_pixel_format<br>
WGL_ARB_pbuffer<br>
WGL_EXT_extensions_string<br>
WGL_ATI_pixel_format_float<br>
WGL_NV_float_buffer<br>
</p>
<h2>Multiple Rendering Contexts (GLEW MX)</h2>
<p>Starting with release 1.2.0, thread-safe support for multiple
rendering contexts, possibly with different capabilities, is
available. Since this is not required by most users, it is not added
to the binary releases to maintain compatibility between different
versions. To include multi-context support, you have to do the
following:</p>
<ol>
<li>Compile and use GLEW with the <tt>GLEW_MX</tt> preprocessor token
defined.</li>
<li>For each rendering context, create a <tt>GLEWContext</tt> object
that will be available as long as the rendering context exists.</li>
<li>Define a macro or function called <tt>glewGetContext()</tt> that
returns a pointer to the <tt>GLEWContext</tt> object associated with
the rendering context from which OpenGL/WGL/GLX calls are issued. This
dispatch mechanism is primitive, but generic.
<li>Make sure that you call <tt>glewInit()</tt> after creating the
<tt>GLEWContext</tt> object in each rendering context. Note, that the
<tt>GLEWContext</tt> pointer returned by <tt>glewGetContext()</tt> has
to reside in global or thread-local memory.
</ol>
<p>Note that according to the <a
href="http://msdn.microsoft.com/library/default.asp?url=/library/en-us/opengl/ntopnglr_6yer.asp">MSDN
WGL documentation</a>, you have to initialize the entry points for
every rendering context that use pixel formats with different
capabilities For example, the pixel formats provided by the generic
software OpenGL implementation by Microsoft vs. the hardware
accelerated pixel formats have different capabilities. <b>GLEW by
default ignores this requirement, and does not define per-context
entry points (you can however do this using the steps described
above).</b> Assuming a global namespace for the entry points works in
most situations, because typically all hardware accelerated pixel
formats provide the same entry points and capabilities. This means
that unless you use the multi-context version of GLEW, you need to
call <tt>glewInit()</tt> only once in your program, or more precisely,
once per process.</p>
<h2>Separate Namespace</h2>
<p>
To avoid name clashes when linking with libraries that include the
same symbols, extension entry points are declared in a separate
namespace (release 1.1.0 and up). This is achieved by aliasing OpenGL
function names to their GLEW equivalents. For instance,
<tt>glFancyFunction</tt> is simply an alias to
<tt>glewFancyFunction</tt>. The separate namespace does not effect
token and function pointer definitions.
</p>
<h2>Known Issues</h2>
<p>
GLEW requires GLX 1.2 for compatibility with GLUT.
</p>
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<h1>The OpenGL Extension Wrangler Library</h1>
<h2>Initializing GLEW</h2>
<p>
First you need to create a valid OpenGL rendering context and call
<tt>glewInit()</tt> to initialize the extension entry points. If
<tt>glewInit()</tt> returns <tt>GLEW_OK</tt>, the initialization
succeeded and you can use the available extensions as well as core
OpenGL functionality. For example:
</p>
<p class="pre">
#include &lt;GL/glew.h&gt;<br>
#include &lt;GL/glut.h&gt;<br>
...<br>
glutInit(&amp;argc, argv);<br>
glutCreateWindow("GLEW Test");<br>
GLenum err = glewInit();<br>
if (GLEW_OK != err)<br>
{<br>
&nbsp;&nbsp;/* Problem: glewInit failed, something is seriously wrong. */<br>
&nbsp;&nbsp;fprintf(stderr, "Error: %s\n", glewGetErrorString(err));<br>
&nbsp;&nbsp;...<br>
}<br>
fprintf(stdout, "Status: Using GLEW %s\n", glewGetString(GLEW_VERSION));<br>
</p>
<h2>Checking for Extensions</h2>
<p>
Starting from GLEW 1.1.0, you can find out if a particular extension
is available on your platform by querying globally defined variables
of the form <tt>GLEW_{extension_name}</tt>:
</p>
<p class="pre">
if (GLEW_ARB_vertex_program)<br>
{<br>
&nbsp;&nbsp;/* It is safe to use the ARB_vertex_program extension here. */<br>
&nbsp;&nbsp;glGenProgramsARB(...);<br>
}<br>
</p>
<p>
<b>In GLEW 1.0.x, a global structure was used for this task. To ensure
binary compatibility between releases, the struct was replaced with a
set of variables.</b>
</p>
<p>
You can also check for core OpenGL functionality. For example, to
see if OpenGL 1.3 is supported, do the following:
</p>
<p class="pre">
if (GLEW_VERSION_1_3)<br>
{<br>
&nbsp;&nbsp;/* Yay! OpenGL 1.3 is supported! */<br>
}<br>
</p>
<p>
In general, you can check if <tt>GLEW_{extension_name}</tt> or
<tt>GLEW_VERSION_{version}</tt> is true or false.
</p>
<p>
It is also possible to perform extension checks from string
input. Starting from the 1.3.0 release, use <tt>glewIsSupported</tt>
to check if the required core or extension functionality is
available:
</p>
<p class="pre">
if (glewIsSupported("GL_VERSION_1_4 GL_ARB_point_sprites"))<br>
{<br>
&nbsp;&nbsp;/* Great, we have OpenGL 1.4 + point sprites. */<br>
}<br>
</p>
<p>
For extensions only, <tt>glewGetExtension</tt> provides a slower alternative
(GLEW 1.0.x-1.2.x). <b>Note that in the 1.3.0 release </b>
<tt>glewGetExtension</tt> <b>was replaced with </b>
<tt>glewIsSupported</tt>.
</p>
<p class="pre">
if (glewGetExtension("GL_ARB_fragment_program"))<br>
{<br>
&nbsp;&nbsp;/* Looks like ARB_fragment_program is supported. */<br>
}<br>
</p>
<h2>Experimental Drivers</h2>
<p>
GLEW obtains information on the supported extensions from the graphics
driver. Experimental or pre-release drivers, however, might not
report every available extension through the standard mechanism, in
which case GLEW will report it unsupported. To circumvent this
situation, the <tt>glewExperimental</tt> global switch can be turned
on by setting it to <tt>GL_TRUE</tt> before calling
<tt>glewInit()</tt>, which ensures that all extensions with valid
entry points will be exposed.
</p>
<h2>Platform Specific Extensions</h2>
<p>
Platform specific extensions are separated into two header files:
<tt>wglew.h</tt> and <tt>glxew.h</tt>, which define the available
<tt>WGL</tt> and <tt>GLX</tt> extensions. To determine if a certain
extension is supported, query <tt>WGLEW_{extension name}</tt> or
<tt>GLXEW_{extension_name}</tt>. For example:
</p>
<p class="pre">
#include &lt;GL/wglew.h&gt;<br>
<br>
if (WGLEW_ARB_pbuffer)<br>
{<br>
&nbsp;&nbsp;/* OK, we can use pbuffers. */<br>
}<br>
else<br>
{<br>
&nbsp;&nbsp;/* Sorry, pbuffers will not work on this platform. */<br>
}<br>
</p>
<p>
Alternatively, use <tt>wglewIsSupported</tt> or
<tt>glxewIsSupported</tt> to check for extensions from a string:
</p>
<p class="pre">
if (wglewIsSupported("WGL_ARB_pbuffer"))<br>
{<br>
&nbsp;&nbsp;/* OK, we can use pbuffers. */<br>
}<br>
</p>
<h2>Utilities</h2>
<p>
GLEW provides two command-line utilities: one for creating a list of
available extensions and visuals; and another for verifying extension
entry points.
</p>
<h3>visualinfo: extensions and visuals</h3>
<p>
<tt>visualinfo</tt> is an extended version of <tt>glxinfo</tt>. The
Windows version creates a file called <tt>visualinfo.txt</tt>, which
contains a list of available OpenGL, WGL, and GLU extensions as well
as a table of visuals aka. pixel formats. Pbuffer and MRT capable
visuals are also included. For additional usage information, type
<tt>visualinfo -h</tt>.
</p>
<h3>glewinfo: extension verification utility</h3>
<p>
<tt>glewinfo</tt> allows you to verify the entry points for the
extensions supported on your platform. The Windows version
reports the results to a text file called <tt>glewinfo.txt</tt>. The
Unix version prints the results to <tt>stdout</tt>.
</p>
<p>Windows usage:</p>
<blockquote><pre>glewinfo [-pf &lt;id&gt;]</pre></blockquote>
<p>where <tt>&lt;id&gt;</tt> is the pixel format id for which the
capabilities are displayed.</p>
<p>Unix usage:</p>
<blockquote><pre>glewinfo [-display &lt;dpy&gt;] [-visual &lt;id&gt;]</pre></blockquote>
<p>where <tt>&lt;dpy&gt;</tt> is the X11 display and <tt>&lt;id&gt;</tt> is
the visual id for which the capabilities are displayed.</p>
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<h1 align="center">The OpenGL Extension Wrangler Library</h1>
<h2>Credits</h2>
<p>
GLEW was developed by <a href="http://www.cs.utah.edu/~ikits/">Milan
Ikits</a> and <a
href="http://wwwvis.informatik.uni-stuttgart.de/~magallon/">Marcelo
Magallon</a>. They also perform occasional maintainance to make sure
that GLEW stays in mint condition. Aaron Lefohn, Joe Kniss, and Chris
Wyman were the first users and also assisted with the design and
debugging process. The acronym GLEW originates from Aaron Lefohn.
Pasi K&auml;rkk&auml;inen identified and fixed several problems with
GLX and SDL. Nate Robins created the <tt>wglinfo</tt> utility, to
which modifications were made by Michael Wimmer.
</p>
<h2>Copyright</h2>
<p>
GLEW is originally derived from the <a
href="http://www.levp.de/3d/">EXTGL</a> project by Lev Povalahev. The
source code is licensed under the modified BSD license, the <a
href="sgi.txt">SGI Free Software License B</a>, and the <a
href="glx.txt">GLX Public License</a>. The automatic code
generation scripts are released under the <a href="gpl.txt">GPL</a>.
</p>
</td>
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GLEW: The OpenGL Extension Wrangler Library
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<td bgcolor="#ffffff" align="left" valign="top">
<h1 align="center">The OpenGL Extension Wrangler Library</h1>
<p>
The OpenGL Extension Wrangler Library (GLEW) is a cross-platform C/C++
extension loading library. GLEW provides efficient run-time
mechanisms for determining which OpenGL extensions are supported by
the driver. OpenGL core and extension functionality is exposed in a
single header file. GLEW currently supports a variety of platforms
and operating systems, including Windows, Linux, Mac OSX, FreeBSD,
Irix, and Solaris.
</p>
<h2>Supported Extensions</h2>
<p>
The 1.3.0 release contains support for OpenGL 2.0 and the following extensions:
</p>
<ul>
<li><a href="glew.html">OpenGL extensions</a>
<li><a href="wglew.html">WGL extensions</a>
<li><a href="glxew.html">GLX extensions</a>
</ul>
<h2>Links</h2>
<ul>
<li><a
href="http://www.opengl.org/resources/faq/getting_started.html">
OpenGL Getting Started FAQ</a></li>
<li><a
href="http://www.opengl.org/resources/features/OGLextensions/">
All About OpenGL Extensions</a></li>
<li><a href="http://oss.sgi.com/projects/ogl-sample/registry/">OpenGL Extension Registry</a></li>
<li><a
href="http://www.ati.com/developer/sdk/radeonSDK/html/info/Prog3D.html">ATI
OpenGL Extension Specifications</a></li>
<li><a
href="http://developer.apple.com/opengl/extensions.html">
APPLE OpenGL Extensions Guide</a></li>
<li><a
href="http://developer.nvidia.com/view.asp?IO=nvidia_opengl_specs">NVIDIA
OpenGL Extension Specifications</a></li>
</ul>
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<h1 align="center">The OpenGL Extension Wrangler Library</h1>
<h2>Installation</h2>
<p>
To use the shared library version of GLEW, you need to copy the
headers and libraries into their destination directories. On Windows
this typically boils down to copying:
</p>
<table border="0" cellpadding="0" cellspacing="0" align="center"> <!-- bgcolor="#f0f0f0" -->
<tr><td align="left"><tt>lib/glew32.dll</tt></td><td>&nbsp;&nbsp;&nbsp;&nbsp;to&nbsp;&nbsp;&nbsp;&nbsp;</td>
<td align="left"><tt>%SystemRoot%/system32</tt></td></tr>
<tr><td align="left"><tt>lib/glew32.lib</tt></td><td>&nbsp;&nbsp;&nbsp;&nbsp;to&nbsp;&nbsp;&nbsp;&nbsp;</td>
<td align="left"><tt>{VC Root}/Lib</tt></td></tr>
<tr><td align="left"><tt>include/GL/glew.h</tt></td><td>&nbsp;&nbsp;&nbsp;&nbsp;to&nbsp;&nbsp;&nbsp;&nbsp;</td>
<td align="left"><tt>{VC Root}/Include/GL</tt></td></tr>
<tr><td align="left"><tt>include/GL/wglew.h</tt></td><td>&nbsp;&nbsp;&nbsp;&nbsp;to&nbsp;&nbsp;&nbsp;&nbsp;</td>
<td align="left"><tt>{VC Root}/Include/GL</tt></td></tr>
</table>
<p>
</p>
<p>
where <tt>{VC Root}</tt> is the Visual C++ root directory, typically
<tt>C:/Program Files/Microsoft Visual Studio/VC98</tt> for Visual
Studio 6.0 or <tt>C:/Program Files/Microsoft Visual
Studio/Vc7/PlatformSDK</tt> for Visual Studio .NET.
</p>
<p>
On Unix, typing <tt>make install</tt> will attempt to install GLEW
into <tt>/usr/include/GL</tt> and <tt>/usr/lib</tt>. You can
customize the installation target via the <tt>GLEW_DEST</tt>
environment variable if you do not have write access to these
directories.
</p>
<h2>Building Your Project with GLEW</h2>
<p>
There are two ways to build your project with GLEW.
</p>
<h3>Including the source files / project file</h3>
<p>
The simpler but less flexible way is to include <tt>glew.h</tt> and
<tt>glew.c</tt> into your project. On Windows, you also need to
define the <tt>GLEW_STATIC</tt> preprocessor token when building a
static library or executable, and the <tt>GLEW_BUILD</tt> preprocessor
token when building a dll. You also need to replace
<tt>&lt;GL/gl.h&gt;</tt> and <tt>&lt;GL/glu.h&gt;</tt> with
<tt>&lt;glew.h&gt;</tt> in your code and set the appropriate include
flag (<tt>-I</tt>) to tell the compiler where to look for it. For
example:
</p>
<p class="pre">
#include &lt;glew.h&gt;<br>
#include &lt;GL/glut.h&gt;<br>
&lt;gl, glu, and glut functionality is available here&gt;<br>
</p>
<p>
Depending on where you put <tt>glew.h</tt> you may also need to change
the include directives in <tt>glew.c</tt>. Note that if you are using
GLEW together with GLUT, you have to include <tt>glew.h</tt> first.
In addition, <tt>glew.h</tt> includes <tt>glu.h</tt>, so you do not
need to include it separately.
</p>
<p>
On Windows, you also have the option of adding the supplied project
file <tt>glew_static.dsp</tt> to your workspace (solution) and compile
it together with your other projects. In this case you also need to
change the <tt>GLEW_BUILD</tt> preprocessor constant to
<tt>GLEW_STATIC</tt> when building a static library or executable,
otherwise you get build errors.
</p>
<p>
<b>Note that GLEW does not use the C
runtime library, so it does not matter which version (single-threaded,
multi-threaded or multi-threaded DLL) it is linked with (without
debugging information). It is, however, always a good idea to compile all
your projects including GLEW with the same C runtime settings.</b>
</p>
<h3>Using GLEW as a shared library</h3>
<p>
Alternatively, you can use the provided project files / makefile to
build a separate shared library you can link your projects with later.
In this case the best practice is to install <tt>glew.h</tt>,
<tt>glew32.lib</tt>, and <tt>glew32.dll</tt> / <tt>libGLEW.so</tt> to
where the OpenGL equivalents <tt>gl.h</tt>, <tt>opengl32.lib</tt>, and
<tt>opengl32.dll</tt> / <tt>libGL.so</tt> are located. Note that you
need administrative privileges to do this. If you do not have
administrator access and your system administrator will not do it for
you, you can install GLEW into your own lib and include subdirectories
and tell the compiler where to find it. Then you can just replace
<tt>&lt;GL/gl.h&gt;</tt> with <tt>&lt;GL/glew.h&gt;</tt> in your
program:
</p>
<p class="pre">
#include &lt;GL/glew.h&gt;<br>
#include &lt;GL/glut.h&gt;<br>
&lt;gl, glu, and glut functionality is available here&gt;<br>
</p>
<p>
or:
</p>
<p class="pre">
#include &lt;GL/glew.h&gt;<br>
&lt;gl and glu functionality is available here&gt;<br>
</p>
<p>
Remember to link your project with <tt>glew32.lib</tt>,
<tt>glu32.lib</tt>, and <tt>opengl32.lib</tt> on Windows and
<tt>libGLEW.so</tt>, <tt>libGLU.so</tt>, and <tt>libGL.so</tt> on
Unix (<tt>-lGLEW -lGLU -lGL</tt>).
</p>
<p>
It is important to keep in mind that <tt>glew.h</tt> includes neither
<tt>windows.h</tt> nor <tt>gl.h</tt>. Also, GLEW will warn you by
issuing a preprocessor error in case you have included <tt>gl.h</tt>,
<tt>glext.h</tt>, or <tt>glATI.h</tt> before <tt>glew.h</tt>.
</p>
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<table border="0" width="100%" cellpadding="5" cellspacing="0" align="left">
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</table>
</td>
</tr>
</table>
</td>
<!-- -------------------------------------------------------------------------- -->
<td bgcolor="#ffffff" align="left" valign="top">
<h1 align="center">The OpenGL Extension Wrangler Library</h1>
<h2>Change Log</h2>
<hr align="center">
<ul class="none">
<li><b>1.3.0</b> [01-04-05]
<ul>
<li> New features:
<ul>
<li> Support for core OpenGL 2.0
<li> <tt>glewIsSupported</tt> provides efficient string-based extension checks
<li> Custom code generation from a list of extensions
<li> Makefile changes
</ul>
<li> New extensions:
<ul>
<li> WGL_ATI_render_texture_rectangle
</ul>
<li> Bug fixes:
<ul>
<li> Incorrect function signature in OpenGL 1.5 core
</ul>
</ul>
</ul>
<hr align="center">
<ul class="none">
<li><b>1.2.5</b> [12-06-04]
<ul>
<li> New extensions:
<ul>
<li>GL_ATI_texture_compression_3dc
<li>GL_EXT_Cg_shader
<li>GL_EXT_draw_range_elements
<li>GL_KTX_buffer_region
</ul>
<li> Bug fixes:
<ul>
<li> OpenGL version detection bug
<li> Problems with wxWindows and MinGW compilation
<li> <tt>visualinfo</tt> compilation problem with GLEW_MX specified
<li> Wrong token name in OpenGL 1.5 core
</ul>
<li> Support for FreeBSD
</ul>
</ul>
</ul>
<hr align="center">
<ul class="none">
<li><b>1.2.4</b> [09-06-04]
<ul>
<li> Added ARB_draw_buffers and ARB_texture_rectangle
<li> Fixed bug in ARB_shader_objects
<li> Replaced <tt>wglinfo</tt> with <tt>visualinfo</tt>
</ul>
</ul>
<hr align="center">
<ul class="none">
<li><b>1.2.3</b> [06-10-04]
<ul>
<li> Added GL_NV_fragment_program2, GL_NV_fragment_program_option, GL_NV_vertex_program2_option, GL_NV_vertex_program3
<li> Bug fix in GL_ARB_vertex_blend
</ul>
</ul>
<hr align="center">
<ul class="none">
<li><b>1.2.2</b> [05-08-04]
<ul>
<li> Added GL_EXT_pixel_buffer_object, removed GL_NV_element_array
<li> Fixed GLEW_MX problems
<li> Bug fix in GL_EXT_texture_rectangle and <tt>wglinfo</tt>
</ul>
</ul>
<hr align="center">
<ul class="none">
<li><b>1.2.1</b> [03-18-04]
<ul>
<li> Bug fix in OpenGL version query (early release of 1.2.0 contained this bug)
<li> Bug fix in GL_ARB_shader_objects and temporary bug fix in GL_ARB_vertex_shader
<li> Added flags on GDI support and multisampling to <tt>wglinfo</tt>
</ul>
</ul>
<hr align="center">
<ul class="none">
<li><b>1.2.0</b> [02-19-04]
<ul>
<li> Added full OpenGL 1.5 support
<li> Added support for multiple rendering contexts with different capabilities
<li> Added command line flags to <tt>glewinfo</tt> for selecting displays and visuals
<li> Added GLX_SGIS_multisample, GLX_SUN_video_resize, and GL_SUN_read_video_pixels
<li> Added MinGW/MSYS support
<li> Bug fixes in GL_ARB_shader_objects and the OS X build
</ul>
</ul>
<hr align="center">
<ul class="none">
<li><b>1.1.4</b> [12-15-03]
<ul>
<li> Added GL_APPLE_float_pixels, GL_APPLE_texture_range,
GL_EXT_texture_cube_map, GL_EXT_texture_edge_clamp,
GLX_ATI_pixel_format_float, and GLX_ATI_render_texture
<li> Bug fixes in GL_ATI_map_object_buffer and GL_ATI_fragment_shader
</ul>
</ul>
<hr align="center">
<ul class="none">
<li><b>1.1.3</b> [10-28-03]
<ul>
<li> Added Solaris and Darwin support
<li> Added GL_ARB_fragment_shader, GL_ARB_shader_objects, and GL_ARB_vertex_shader
<li> Fixed bug in GL_WIN_swap_hint
<li> Removed <tt>glewinfo</tt>'s dependency on <tt>GLUT</tt>
</ul>
</ul>
<hr align="center">
<ul class="none">
<li><b>1.1.2</b> [09-15-03]
<ul>
<li> Removed dependency on WGL_{ARB,EXT}_extensions_string to make GLEW run on Matrox cards
<li> Added glewGetString for querying the GLEW version string
</ul>
</ul>
<hr align="center">
<ul class="none">
<li><b>1.1.1</b> [08-11-03]
<ul>
<li> Added GLX_NV_float_buffer, GL_ARB_shading_language_100, and GL_ARB_texture_non_power_of_two
<li> Fixed bug in GL_ARB_vertex_buffer_object
<li> Minor updates in documentation
</ul>
</ul>
<hr align="center">
<ul class="none">
<li><b>1.1.0</b> [07-08-03]
<ul>
<li> Added automatic code generation
<li> Added almost every extension in the registry
<li> Added separate namespace
<li> Added Irix support
<li> Updated documentation
</ul>
</ul>
<hr align="center">
<ul class="none">
<li><b>1.0.7</b> [06-29-03]
<ul>
<li> Added GL_EXT_depth_bounds_test
<li> Fixed typos
</ul>
</ul>
<hr align="center">
<ul class="none">
<li><b>1.0.6</b> [05-05-03]
<ul>
<li> Added ARB_vertex_buffer_object and NV_half_float
<li> Updated <tt>wglinfo</tt>
<li> Temporary Linux bug fixes (problems with SDL and MESA)
</ul>
</ul>
<hr align="center">
<ul class="none">
<li><b>1.0.5</b> [02-17-03]
<ul>
<li> Bug fixes
<li> Added <tt>wglinfo</tt>
<li> Updated documentation
</ul>
</ul>
<hr align="center">
<ul class="none">
<li><b>1.0.4</b> [02-02-03]
<ul>
<li> Added NV_texture_expand_normal
<li> Added mingw support
<li> Updated documentation
</ul>
</ul>
<hr align="center">
<ul class="none">
<li><b>1.0.3</b> [01-09-03]
<ul>
<li> Cleaned up ATI extensions
<li> Changed function prototypes to match glext.h
<li> Added EXT_texture3D
<li> Fixed typos in ATI_vertex_attrib_array_object and ATI_draw_buffers
</ul>
</ul>
<hr align="center">
<ul class="none">
<li><b>1.0.2</b> [12-21-02]
<ul>
<li> Added list of supported extensions to documentation
<li> Added NV_half_float and NV_texgen_emboss
</ul>
</ul>
<hr align="center">
<ul class="none">
<li><b>1.0.1</b> [12-17-02]
<ul>
<li> Bug fixes
<li> Added glewGetExtension
</ul>
</ul>
<hr align="center">
<ul class="none">
<li><b>1.0.0</b> [12-12-02]
<ul>
<li> Initial release
</ul>
</ul>
<hr align="center">
</ul>
</td>
</tr>
</table>
</center>
</body>