diff --git a/auto/doc/advanced.html b/auto/doc/advanced.html new file mode 100644 index 0000000..bffc2f6 --- /dev/null +++ b/auto/doc/advanced.html @@ -0,0 +1,178 @@ +

The OpenGL Extension Wrangler Library

+ +

Automatic Code Generation

+ +

+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 auto subdirectory. +

+ +

+The code generation scripts require GNU make, wget, and perl. On +Windows, the simplest way to get access to these tools is to install +Cygwin, but make sure that the +root directory is mounted in binary mode. The makefile in the +auto directory provides the following build targets: +

+ +
+ + + + + + + + + + + + + + + + +
make    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.
make clean    Delete the source files.
make clobber    Delete the source files and the descriptors.
make destroy    Delete the source files, the descriptors, and the spec files.
make custom    Create the source files for the extensions +listed in auto/custom.txt. See "Custom Code +Generation" below for more details.
+
+ +

Adding a New Extension

+ +

+To add a new extension, create a descriptor file for the extension in +auto/core and rerun the code generation scripts by typing +make clean; make in the auto directory. +

+ +

+The format of the descriptor file is given below. Items in +brackets are optional. +

+ +

+<Extension Name>
+[<URL of Specification File>]
+    [<Token Name> <Token Value>]
+    [<Token Name> <Token Value>]
+    ...
+    [<Typedef>]
+    [<Typedef>]
+    ...
+    [<Function Signature>]
+    [<Function Signature>]
+    ...
+ +

+ + + +

+Take a look at one of the files in auto/core for an +example. Note that typedefs and function signatures should not be +terminated with a semicolon. +

+ +

Custom Code Generation

+

+Starting from GLEW 1.3.0, it is possible to control which extensions +to include in the libarary by specifying a list in +auto/custom.txt. This is useful when you do not need all the +extensions and would like to reduce the size of the source files. +Type make clean; make custom in the auto directory +to rerun the scripts with the custom list of extensions. +

+ +

+For example, the following is the list of extensions needed to get GLEW and the +utilities to compile. +

+ +

+WGL_ARB_extensions_string
+WGL_ARB_multisample
+WGL_ARB_pixel_format
+WGL_ARB_pbuffer
+WGL_EXT_extensions_string
+WGL_ATI_pixel_format_float
+WGL_NV_float_buffer
+

+ +

Multiple Rendering Contexts (GLEW MX)

+ +

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:

+
    +
  1. Compile and use GLEW with the GLEW_MX preprocessor token +defined.
  2. +
  3. For each rendering context, create a GLEWContext object +that will be available as long as the rendering context exists.
  4. +
  5. Define a macro or function called glewGetContext() that +returns a pointer to the GLEWContext object associated with +the rendering context from which OpenGL/WGL/GLX calls are issued. This +dispatch mechanism is primitive, but generic. +
  6. Make sure that you call glewInit() after creating the +GLEWContext object in each rendering context. Note, that the +GLEWContext pointer returned by glewGetContext() has +to reside in global or thread-local memory. +
+ +

Note that according to the MSDN +WGL documentation, 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. GLEW by +default ignores this requirement, and does not define per-context +entry points (you can however do this using the steps described +above). 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 glewInit() only once in your program, or more precisely, +once per process.

+ +

Separate Namespace

+ +

+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, +glFancyFunction is simply an alias to +glewFancyFunction. The separate namespace does not effect +token and function pointer definitions. +

+ +

Known Issues

+ +

+GLEW requires GLX 1.2 for compatibility with GLUT. +

+ diff --git a/auto/doc/basic.html b/auto/doc/basic.html new file mode 100644 index 0000000..a37c7e2 --- /dev/null +++ b/auto/doc/basic.html @@ -0,0 +1,182 @@ +

The OpenGL Extension Wrangler Library

+ +

Initializing GLEW

+

+First you need to create a valid OpenGL rendering context and call +glewInit() to initialize the extension entry points. If +glewInit() returns GLEW_OK, the initialization +succeeded and you can use the available extensions as well as core +OpenGL functionality. For example: +

+ +

+#include <GL/glew.h>
+#include <GL/glut.h>
+...
+glutInit(&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));
+

+ +

Checking for Extensions

+ +

+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 GLEW_{extension_name}: +

+ +

+if (GLEW_ARB_vertex_program)
+{
+  /* It is safe to use the ARB_vertex_program extension here. */
+  glGenProgramsARB(...);
+}
+

+ +

+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. +

+ +

+You can also check for core OpenGL functionality. For example, to +see if OpenGL 1.3 is supported, do the following: +

+ +

+if (GLEW_VERSION_1_3)
+{
+  /* Yay! OpenGL 1.3 is supported! */
+}
+

+ +

+In general, you can check if GLEW_{extension_name} or +GLEW_VERSION_{version} is true or false. +

+ +

+It is also possible to perform extension checks from string +input. Starting from the 1.3.0 release, use glewIsSupported +to check if the required core or extension functionality is +available: +

+ +

+if (glewIsSupported("GL_VERSION_1_4  GL_ARB_point_sprite"))
+{
+  /* Great, we have OpenGL 1.4 + point sprites. */
+}
+

+ +

+For extensions only, glewGetExtension provides a slower alternative +(GLEW 1.0.x-1.2.x). Note that in the 1.3.0 release +glewGetExtension was replaced with +glewIsSupported. +

+ +

+if (glewGetExtension("GL_ARB_fragment_program"))
+{
+  /* Looks like ARB_fragment_program is supported. */
+}
+

+ +

Experimental Drivers

+ +

+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 glewExperimental global switch can be turned +on by setting it to GL_TRUE before calling +glewInit(), which ensures that all extensions with valid +entry points will be exposed. +

+ +

Platform Specific Extensions

+ +

+Platform specific extensions are separated into two header files: +wglew.h and glxew.h, which define the available +WGL and GLX extensions. To determine if a certain +extension is supported, query WGLEW_{extension name} or +GLXEW_{extension_name}. For example: +

+ +

+#include <GL/wglew.h>
+
+if (WGLEW_ARB_pbuffer)
+{
+  /* OK, we can use pbuffers. */
+}
+else
+{
+  /* Sorry, pbuffers will not work on this platform. */
+}
+

+ +

+Alternatively, use wglewIsSupported or +glxewIsSupported to check for extensions from a string: +

+ +

+if (wglewIsSupported("WGL_ARB_pbuffer"))
+{
+  /* OK, we can use pbuffers. */
+}
+

+ +

Utilities

+ +

+GLEW provides two command-line utilities: one for creating a list of +available extensions and visuals; and another for verifying extension +entry points. +

+ +

visualinfo: extensions and visuals

+ +

+visualinfo is an extended version of glxinfo. The +Windows version creates a file called visualinfo.txt, 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 +visualinfo -h. +

+ +

glewinfo: extension verification utility

+ +

+glewinfo 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 glewinfo.txt. The +Unix version prints the results to stdout. +

+ +

Windows usage:

+
glewinfo [-pf <id>]
+ +

where <id> is the pixel format id for which the +capabilities are displayed.

+ +

Unix usage:

+
glewinfo [-display <dpy>] [-visual <id>]
+ +

where <dpy> is the X11 display and <id> is +the visual id for which the capabilities are displayed.

+ diff --git a/auto/doc/credits.html b/auto/doc/credits.html new file mode 100644 index 0000000..b1d63d7 --- /dev/null +++ b/auto/doc/credits.html @@ -0,0 +1,28 @@ +

The OpenGL Extension Wrangler Library

+ +

Credits

+ +

+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 Kärkkäinen identified and fixed several problems with +GLX and SDL. Nate Robins created the wglinfo utility, to +which modifications were made by Michael Wimmer. +

+ +

Copyright

+ +

+GLEW is originally derived from the EXTGL project by Lev Povalahev. The +source code is licensed under the Modified BSD +License, the Mesa 3-D License (MIT +License), and the Khronos License (MIT +License). The automatic code generation scripts are released under +the GNU GPL. +

diff --git a/auto/doc/index.html b/auto/doc/index.html new file mode 100644 index 0000000..f19caa3 --- /dev/null +++ b/auto/doc/index.html @@ -0,0 +1,131 @@ +

The OpenGL Extension Wrangler Library

+ +

+The OpenGL Extension Wrangler Library (GLEW) is a cross-platform +open-source C/C++ extension loading library. GLEW provides efficient +run-time mechanisms for determining which OpenGL extensions are +supported on the target platform. OpenGL core and extension +functionality is exposed in a single header file. GLEW has been +tested on a variety of operating systems, including Windows, Linux, +Mac OS X, FreeBSD, Irix, and Solaris. +

+ +

Download Center

+

+GLEW is distributed +as source and precompiled binaries. The latest release is +1.5.1 +[11-03-08]: +

+

+

+

+ + + +
+ + + + + + + + + + + + + + + +
SourceZIP | TGZ
BinariesWindows | Linux | OS X (AGL,GLX) +
+
+

+

+An up-to-date copy is also available from the project +repository: +

+

+svn co https://glew.svn.sourceforge.net/svnroot/glew/trunk/glew glew +

+ +

Supported Extensions

+

+The latest release contains support for OpenGL 3.0 and the following extensions: +

+ + +

News

+ + +

Links

+ + diff --git a/auto/doc/install.html b/auto/doc/install.html new file mode 100644 index 0000000..4d394b5 --- /dev/null +++ b/auto/doc/install.html @@ -0,0 +1,128 @@ +

The OpenGL Extension Wrangler Library

+ +

Installation

+ +

+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: +

+ + + + + + + + + + +
bin/glew32.dll    to    %SystemRoot%/system32
lib/glew32.lib    to    {VC Root}/Lib
include/GL/glew.h    to    {VC Root}/Include/GL
include/GL/wglew.h    to    {VC Root}/Include/GL
+

+

+ +

+where {VC Root} is the Visual C++ root directory, typically +C:/Program Files/Microsoft Visual Studio/VC98 for Visual +Studio 6.0 or C:/Program Files/Microsoft Visual +Studio .NET 2003/Vc7/PlatformSDK for Visual Studio .NET. +

+ +

+On Unix, typing make install will attempt to install GLEW +into /usr/include/GL and /usr/lib. You can +customize the installation target via the GLEW_DEST +environment variable if you do not have write access to these +directories. +

+ +

Building Your Project with GLEW

+

+There are two ways to build your project with GLEW. +

+

Including the source files / project file

+

+The simpler but less flexible way is to include glew.h and +glew.c into your project. On Windows, you also need to +define the GLEW_STATIC preprocessor token when building a +static library or executable, and the GLEW_BUILD preprocessor +token when building a dll. You also need to replace +<GL/gl.h> and <GL/glu.h> with +<glew.h> in your code and set the appropriate include +flag (-I) to tell the compiler where to look for it. For +example: +

+

+#include <glew.h>
+#include <GL/glut.h>
+<gl, glu, and glut functionality is available here>
+

+

+Depending on where you put glew.h you may also need to change +the include directives in glew.c. Note that if you are using +GLEW together with GLUT, you have to include glew.h first. +In addition, glew.h includes glu.h, so you do not +need to include it separately. +

+

+On Windows, you also have the option of adding the supplied project +file glew_static.dsp to your workspace (solution) and compile +it together with your other projects. In this case you also need to +change the GLEW_BUILD preprocessor constant to +GLEW_STATIC when building a static library or executable, +otherwise you get build errors. +

+

+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. +

+ +

Using GLEW as a shared library

+ +

+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 glew.h, +glew32.lib, and glew32.dll / libGLEW.so to +where the OpenGL equivalents gl.h, opengl32.lib, and +opengl32.dll / libGL.so 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 +<GL/gl.h> with <GL/glew.h> in your +program: +

+ +

+#include <GL/glew.h>
+#include <GL/glut.h>
+<gl, glu, and glut functionality is available here>
+

+ +

+or: +

+ +

+#include <GL/glew.h>
+<gl and glu functionality is available here>
+

+ +

+Remember to link your project with glew32.lib, +glu32.lib, and opengl32.lib on Windows and +libGLEW.so, libGLU.so, and libGL.so on +Unix (-lGLEW -lGLU -lGL). +

+ +

+It is important to keep in mind that glew.h includes neither +windows.h nor gl.h. Also, GLEW will warn you by +issuing a preprocessor error in case you have included gl.h, +glext.h, or glATI.h before glew.h. +

+ diff --git a/auto/doc/log.html b/auto/doc/log.html new file mode 100644 index 0000000..add8953 --- /dev/null +++ b/auto/doc/log.html @@ -0,0 +1,465 @@ +

The OpenGL Extension Wrangler Library

+ +

Change Log

+
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+ + + + + + + + +
+ + + + + + + +
Latest Release: 1.5.1

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