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updated the documentation
git-svn-id: https://glew.svn.sourceforge.net/svnroot/glew/trunk/glew@228 783a27ee-832a-0410-bc00-9f386506c6dd
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doc/README.html
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doc/README.html
@ -35,6 +35,9 @@ GLEW: The OpenGL Extension Wrangler Library
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<tr><td align=center>
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<a href="#Namespace"><small>Separate Namespace</small></a>
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</td></tr>
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<tr><td align=center>
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<a href="#Context"><small>Multiple Rendering Contexts (GLEW MX)</small></a>
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</td></tr>
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<tr><td align=center><a href="#Issues"><small>Known Issues</small></a></td></tr>
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<tr><td align=center><a href="#Credits"><small>Credits, Copyright</small></a></td></tr>
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<tr><td align=center><a href="#Log"><small>Change Log</small></a></td></tr>
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@ -49,14 +52,15 @@ GLEW: The OpenGL Extension Wrangler Library
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<td bgcolor="#ffffff">
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<center><a name="Introduction"><h2>Introduction</h2></a></center>
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<p>
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The goal of the OpenGL Extension Wrangler Library (GLEW) is to assist
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C/C++ OpenGL developers with two tedious tasks: initializing and
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using extensions and writing portable applications. GLEW provides
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an efficient run-time mechanism to determine whether a certain
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extension is supported by the driver or not. OpenGL core and
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extension functionality is exposed via a single header file. GLEW
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currently supports SGI systems and PCs with commodity graphics cards
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on three operating systems: Windows, Linux, and IRIX.
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C/C++ OpenGL developers with two tedious tasks: initializing and using
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extensions and writing portable applications. GLEW provides an
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efficient run-time mechanism to determine whether a certain extension
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is supported by the driver or not. OpenGL core and extension
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functionality is exposed via a single header file. GLEW currently
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supports a variety of platforms and operating systems, including
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Windows, Linux, Darwin, Irix, and Solaris.
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<p>
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</td>
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</tr>
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@ -385,9 +389,20 @@ href="wglinfo.txt">here</a>. For additional usage information, type
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<tt>glewinfo</tt> allows you to verify the entry points for the
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extensions supported on your platform. It uses GLEW to find out which
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extensions and entry points are available. On Windows it reports the
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results to a text file called <tt>glewinfo.txt</tt>, on Linux and IRIX
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it prints them to <tt>stdout</tt>.
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results to a text file called <tt>glewinfo.txt</tt>, on Unix it prints
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them to <tt>stdout</tt>. <p>
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Windows Usage: <blockquote><pre>glewinfo [-pf <id>]</pre></blockquote>
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where <tt><id></tt> is the pixelformat id for which the
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capabilities are displayed.
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<p>
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Unix Usage:
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<blockquote><pre>glewinfo [-display <dpy>] [-visual <id>]</pre></blockquote>
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where <tt><dpy></tt> is the X11 display and <tt><id></tt> is
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the visual id for which the capabilities are displayed.
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<p>
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</td>
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</tr>
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@ -401,7 +416,7 @@ it prints them to <tt>stdout</tt>.
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<center><a name="Auto"><h2>Automatic Code Generation</h2></a></center>
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<p>
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Starting from release 1.1.0, the source code and parts of the
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Starting with release 1.1.0, the source code and parts of the
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documentation are automatically generated from the extension
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specifications via a two-step process. In the first step,
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specification files from the OpenGL registry are parsed and skeleton
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@ -440,6 +455,50 @@ effect token and function pointer definitions.
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</tr>
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<tr><td bgcolor="#fff0d0" align="center"></td></tr>
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<tr>
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<td bgcolor="#ffffff">
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<center><a name="Context"><h2>Multiple Rendering
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Contexts (GLEW MX)</h2></a></center>
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<p>
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Starting with release 1.2.0, thread-safe support for multiple
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rendering contexts (possibly with different capabilities) is
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available. Since this is not required by most users, it is not added
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to the binary releases to maintain compatibility between different
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versions. To include multi-context support, you have to do the
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following:
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<ol>
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<li>Compile and use GLEW with the <tt>GLEW_MX</tt> preprocessor token defined.</li>
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<li>Replace the global <tt>glewInit()</tt> call with <tt>glewContextInit(GLEWContext* ctx)</tt>. Note, that <tt>ctx</tt> has to reside in global or thread-local memory.</li>
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<li>Define the <tt>glewGetContext()</tt> macro or function that retrieves the GLEW context for the thread from which the OpenGL/WGL/GLX call is issued. This dispatch mechanism is primitive, but generic.</li>
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</ol>
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<p> Note that according to <a
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href="http://msdn.microsoft.com/library/default.asp?url=/library/en-us/opengl/ntopnglr_6yer.asp">WGL
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documentation</a>, you have to initialize the entry points for every
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rendering context you create using pixel formats with different
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capabilities (for example the pixel formats provided by the generic
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software OpenGL implementation by Microsoft vs. the hardware
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accelerated pixel formats). <b>GLEW by default ignores this
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requirement, and does not define per-context entry points (you can
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however do this using the steps described above).</b> Assuming a
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global namespace for the entry points works in most situations,
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because typically all hardware accelerated pixel formats provide the
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same entry points and capabilities (and why would anyone want to use
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the software renderer when hardware acceleration is available?). This
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means that unless you use the multi-context version of GLEW, you need
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to call <tt>glewInit()</tt> only once in your program, or more
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precisely, once per process.
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<p>
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</td>
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</tr>
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<tr><td bgcolor="#fff0d0" align="center"></td></tr>
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<tr>
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@ -448,17 +507,9 @@ effect token and function pointer definitions.
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<center><a name="Issues"><h2>Known Issues</h2></a></center>
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<p>
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GLEW requires GLX 1.2 to assure compatibility with GLUT. In addition,
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GLEW requires GLX 1.2 to assure compatibility with GLUT. Also,
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the SGI GLX video extensions are currently not supported.
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<p>
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Note that according to <a
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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
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for every rendering context you create. <b>GLEW ignores this
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requirement, and does not define per-context entry points.</b> This means
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that you need to call <tt>glewInit()</tt> only once in your program,
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or more precisely, once per process. We have not noticed any problems
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so far from ignoring the specification.
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<p>
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</td>
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</tr>
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@ -482,8 +533,7 @@ Wimmer.
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<p>
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<p>
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GLEW is originally derived from the <a
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href="http://www.levp.de/3d/">EXTGL</a> project by Lev Povalahev. The
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GLEW is originally derived from the EXTGL project by Lev Povalahev. The
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source code is licensed under the modified BSD license, the <a
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href="sgi.txt">SGI Free Software License B</a>, and the <a
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href="glx.txt">GLX Public License</a>. The automatic code
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@ -502,6 +552,16 @@ generation scripts are released under the <a href="gpl.txt">GPL</a>.
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<p>
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<ul class="none">
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<li><b>1.2.0</b> [02-19-04]
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<ul>
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<li> Added full OpenGL 1.5 support
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<li> Added support for multiple rendering contexts with different capabilities
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<li> Added command line flags to <tt>glewinfo</tt> for selecting displays and visuals
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<li> Added GLX_SGIS_multisample, GLX_SUN_video_resize, and GL_SUN_read_video_pixels
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<li> Added MinGW/MSYS support
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<li> Bug fixes in GL_ARB_shader_objects and the OS X build
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</ul>
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<p>
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<li><b>1.1.4</b> [12-15-03]
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<ul>
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<li> Added GL_APPLE_float_pixels, GL_APPLE_texture_range,
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@ -603,7 +663,7 @@ GL_ARB_vertex_shader
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<table border="0" cellspacing="0" cellpadding="0" width="100%">
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<tr>
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<td align="right">
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<i>Last update: 12-15-03</i></td>
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<i>Last update: 02-19-04</i></td>
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</tr>
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</table>
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</td>
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