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711 lines
22 KiB
HTML
711 lines
22 KiB
HTML
<!--
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Copyright (C) 2004, 2003, 2002, Milan Ikits <milan ikits[at]ieee org>
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Copyright (C) 2004, 2003, 2002, Marcelo E. Magallon <mmagallo[at]debian org>
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This documentation may not be modified or redistributed in any
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form, except by the copyright holder.
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-->
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<!doctype html public "-//w3c//dtd html 4.01 transitional//en" "http://www.w3.org/TR/html/4/loose.dtd">
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<html>
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<head>
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<title>
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GLEW: The OpenGL Extension Wrangler Library
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</title>
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<meta http-equiv="content-type" content="text/html; charset=US-ASCII">
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<link href="glew.css" type=text/css rel=stylesheet>
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</head>
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<body bgcolor="#fff0d0">
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<center>
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<table border=0 width="60%" cellpadding="5" cellspacing="5">
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<tr>
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<td bgcolor="#ffffff" align=center><br><p><img src="./glew.png" alt="glew" width="97" height="75">
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<p>
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<h1>The OpenGL Extension Wrangler Library</h1>
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<p>
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<table border=0 cellpadding=0 cellspacing=0 align=center>
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<tr><td align=center><a href="#Introduction"><small>Introduction</small></a></td></tr>
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<tr><td align=center><a href="#Download"><small>Obtaining GLEW</small></a></td></tr>
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<tr><td align=center><a href="#Supported"><small>Supported Extensions</small></a></td></tr>
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<tr><td align=center><a href="#Build"><small>How to Build Your Project with GLEW</small></a></td></tr>
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<tr><td align=center><a href="#Install"><small>How to Install GLEW</small></a></td></tr>
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<tr><td align=center><a href="#Use"><small>How to Use GLEW</small></a></td></tr>
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<tr><td align=center><a href="#Utilities"><small>Utilities</small></a></td></tr>
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<tr><td align=center>
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<a href="#Auto"><small>Automatic Code Generation</small></a>
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</td></tr>
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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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<tr><td align=center><a href="http://sourceforge.net/tracker/?group_id=67586">
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<tr><td align=center><br></td></tr>
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</table>
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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="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 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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<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="Download"><h2>Obtaining GLEW</h2></a></center>
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<p>
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Source and precompiled binaries are available at the <a
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href="http://glew.sourceforge.net/">project website</a>.
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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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<td bgcolor="#ffffff">
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<center><a name="Supported"><h2>Supported Extensions</h2></a></center>
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<p>
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GLEW currently supports the following extensions:
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<ul>
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<li><a href="glew.html">OpenGL extensions</a>
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<li><a href="wglew.html">WGL extensions</a>
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<li><a href="glxew.html">GLX extensions</a>
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</ul>
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<p>
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Useful links about OpenGL extensions:
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<ul>
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<li><a
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href="http://www.opengl.org/resources/features/OGLextensions/">
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All About OpenGL Extensions</a>
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<li><a href="http://oss.sgi.com/projects/ogl-sample/registry/">OpenGL Extension Registry</a>
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<li><a
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href="http://www.ati.com/developer/sdk/radeonSDK/html/info/Prog3D.html">ATI
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OpenGL Extension Specifications</a>
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<li><a
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href="http://developer.apple.com/opengl/extensions.html">
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APPLE OpenGL Extensions Guide</a>
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<li><a
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href="http://developer.nvidia.com/view.asp?IO=nvidia_opengl_specs">NVIDIA
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OpenGL Extension Specifications</a>
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</ul>
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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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<td bgcolor="#ffffff">
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<center><a name="Build"><h2>How to Build Your Project with GLEW</h2></a></center>
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<p>
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There are two ways to build your project with GLEW.
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<p>
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<h3>Including the source files / project file</h3>
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<p>
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The simpler but less flexible way is to include <tt>glew.h</tt> and
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<tt>glew.c</tt> into your project and define the <tt>GLEW_STATIC</tt>
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preprocessor constant for the static library or executable you are
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building together with GLEW (Windows only). You also need to replace
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<tt><GL/gl.h></tt> and <tt><GL/glu.h></tt> with
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<tt><glew.h></tt> in your code and set the appropriate include
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flag (<tt>-I</tt>) to tell the compiler where to look for it. For
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example:
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<blockquote><pre>#include <glew.h>
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#include <GL/glut.h>
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<gl, glu, and glut functionality is available here>
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</pre></blockquote>
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Depending on where you put <tt>glew.h</tt> you may also need to change
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the include directives in <tt>glew.c</tt>. Note that if you are using
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GLEW together with GLUT, you have to include <tt>glew.h</tt> first.
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In addition, <tt>glew.h</tt> includes <tt>glu.h</tt>, so you don't
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need to include it separately.
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<p>
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On Windows you also have the option of adding the supplied project
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file <tt>glew_static.dsp</tt> to your workspace (solution) and compile
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it together with your other projects. In this case you need to change
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the <tt>GLEW_BUILD</tt> preprocessor constant to <tt>GLEW_STATIC</tt>,
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otherwise you get build errors. <b>Note that GLEW does not use the C
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runtime library, so it does not matter which version (single-threaded,
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multi-threaded or multi-threaded DLL) it is linked with (without
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debugging information). It is, however, always a good idea to compile all
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your projects including GLEW with the same C runtime settings.</b>
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<p>
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<h3>Using GLEW as a shared library</h3>
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<p>
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Alternatively, you can use the provided project files / makefile to
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build a separate shared library you can link your projects with later.
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In this case the best practice is to install <tt>glew.h</tt>,
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<tt>glew32.lib</tt>, and <tt>glew32.dll</tt> / <tt>libGLEW.so</tt> to
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where the OpenGL equivalents <tt>gl.h</tt>, <tt>opengl32.lib</tt>, and
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<tt>opengl32.dll</tt> / <tt>libGL.so</tt> are located. Note that you
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need administrative privileges to do this. If you do not have
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administrator access and your system administrator will not do it for
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you, you can install GLEW into your own lib and include subdirectories
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and tell the compiler where to find it. Then you can just replace
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<tt><GL/gl.h></tt> with <tt><GL/glew.h></tt> in your
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program:
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<blockquote><pre>#include <GL/glew.h>
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#include <GL/glut.h>
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<gl, glu, and glut functionality is available here>
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</pre></blockquote>
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or:
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<blockquote><pre>#include <GL/glew.h>
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<gl and glu functionality is available here>
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</pre></blockquote>
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<p>
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Don't forget to link your project with <tt>glew32.lib</tt>,
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<tt>glu32.lib</tt>, and <tt>opengl32.lib</tt> on Windows and
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<tt>libGLEW.so</tt>, <tt>libGLU.so</tt>, and <tt>libGL.so</tt> on
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Linux and IRIX (<tt>-lGLEW -lGLU -lGL</tt>).
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<p>
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It is important to keep in mind that <tt>glew.h</tt> includes neither
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<tt>windows.h</tt> nor <tt>gl.h</tt>. Also, GLEW will warn you by
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issuing a preprocessor error in case you have included <tt>gl.h</tt>,
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<tt>glext.h</tt>, or <tt>glATI.h</tt> before <tt>glew.h</tt>.
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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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<td bgcolor="#ffffff">
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<center><a name="Install"><h2>How to Install GLEW</h2></a></center>
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<p>
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To install the shared library version of GLEW you need to copy the
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headers and libraries into their destination directories. On Windows
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this boils down to copying (no, we will not write a Windows installer
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for you).
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<p>
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<center>
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<table border=0 cellpadding=0 cellspacing=0>
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<tr><td><tt>lib/glew32.dll</tt></td><td> to </td>
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<td><tt>%SystemRoot%/system32</tt></td></tr>
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<tr><td><tt>lib/glew32.lib</tt></td><td> to </td>
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<td><tt>{VC Root}/Lib</tt></td></tr>
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<tr><td><tt>include/GL/glew.h</tt></td><td> to </td>
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<td><tt>{VC Root}/Include/GL</tt></td></tr>
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<tr><td><tt>include/GL/wglew.h</tt></td><td> to </td>
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<td><tt>{VC Root}/Include/GL</tt></td></tr>
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</table>
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</center>
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<p>
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where <tt>{VC Root}</tt> is your Visual C++ directory, typically
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<tt>C:/Program Files/Microsoft Visual Studio/VC98</tt> for Visual
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Studio 6.0 or <tt>C:/Program Files/Microsoft Visual
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Studio/Vc7/PlatformSDK</tt> for Visual Studio .NET.
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<p>
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On Linux and IRIX, typing <tt>"make install"</tt> will attempt to install GLEW
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into <tt>/usr/include/GL</tt> and <tt>/usr/lib</tt>. You can
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customize the installation target via the <tt>GLEW_DEST</tt>
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environment variable if you do not have write access
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to these directories.
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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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<td bgcolor="#ffffff">
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<center><a name="Use"><h2>How to Use GLEW</h2></a></center>
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<p>
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<h3>Initializing GLEW</h3>
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<p>
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First you need to create a valid OpenGL rendering context and call
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<tt>glewInit()</tt> to initialize the extension entry points. If
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<tt>glewInit()</tt> returns <tt>GLEW_OK</tt>, the initialization
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succeeded and you can use the available extensions as well as core
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OpenGL functionality. For example:
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<blockquote><pre>#include <GL/glew.h>
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#include <GL/glut.h>
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...
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glutInit(&argc, argv);
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glutCreateWindow("GLEW Test");
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GLenum err = glewInit();
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if (GLEW_OK != err)
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{
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/* problem: glewInit failed, something is seriously wrong */
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fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
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...
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}
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fprintf(stdout, "Status: Using GLEW %s\n", glewGetString(GLEW_VERSION));
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</pre></blockquote>
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<p>
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<h3>Querying the available OpenGL extensions</h3>
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<p>
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Starting from GLEW 1.1.0, you can find out if a particular extension
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is available on your platform by querying globally defined variables
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of the form <tt>GLEW_{extension_name}</tt>:
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<blockquote><pre>if (GLEW_ARB_vertex_program)
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{
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/* it is safe to use the ARB_vertex_program extension here */
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glGenProgramsARB(...);
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}
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</pre></blockquote>
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<b>In GLEW 1.0.x, a global structure was used for this task. To ensure
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binary compatibility between releases, the struct was replaced with a
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set of variables.</b>
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<p>
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You can also check for core OpenGL functionality. For example, to
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see if OpenGL 1.3 is supported:
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<blockquote><pre>if (GLEW_VERSION_1_3)
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{
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/* Yay! OpenGL 1.3 is supported! */
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}
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</pre></blockquote>
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In general, you can check if <tt>GLEW_{extension_name}</tt> or
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<tt>GLEW_VERSION_{version}</tt> is set or not.
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<p>
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For extensions <tt>glewGetExtension</tt> provides a slower alternative:
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<blockquote><pre>if (GL_TRUE == glewGetExtension("GL_ARB_fragment_program"))
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{
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/* Looks like ARB_fragment_program is supported. */
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}
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</pre></blockquote>
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<p>
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<h3>Experimental drivers</h3>
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<p>
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GLEW works by querying the supported extensions from the graphics
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driver. Experimental drivers, however, might not report every
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available extension through the standard mechanism, in which case GLEW
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will report it unsupported. To circumvent this situation, the
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<tt>glewExperimental</tt> global switch can be turned on by setting it
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to <tt>GL_TRUE</tt> before calling <tt>glewInit()</tt>. This makes
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sure that all extensions with valid entry points will be exposed.
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<p>
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<h3>Platform specific extensions</h3>
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<p>
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Platform specific extensions are separated into two header files:
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<tt>wglew.h</tt> and <tt>glxew.h</tt>, which define the available
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<tt>WGL</tt> and <tt>GLX</tt> extensions. To determine if a certain
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extension is supported, query <tt>WGLEW_{extension name}</tt> or
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<tt>GLXEW_{extension_name}</tt>. For example:
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<blockquote><pre>#include <GL/wglew.h>
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if (WGLEW_ARB_pbuffer)
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{
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/* OK, we can use pbuffers */
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}
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else
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{
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/* Sorry, pbuffers will not work on this platform */
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}
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</pre></blockquote>
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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="Utilities"><h2>Utilities</h2></a></center>
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<p>
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GLEW provides two command line tools: one for creating a list of
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available extensions and visuals; and another for verifying extension
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entry points.
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<p>
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<h3>visualinfo: extensions and visuals</h3>
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<p>
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<tt>visualinfo</tt> is an extended version of <tt>glxinfo</tt>. On
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Windows, by default it creates a file called <tt>visualinfo.txt</tt>
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that contains a list of available OpenGL, WGL, and GLU extensions as
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well as a table of visuals aka. pixel formats. Pbuffer and multiple
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output capable visuals are also included. For additional usage
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information, type <tt>visualinfo -h</tt>.
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<p>
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<h3>glewinfo: extension verification utility</h3>
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<p>
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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 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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<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="Auto"><h2>Automatic Code Generation</h2></a></center>
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<p>
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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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descriptors are created for each extension. These descriptors contain
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all necessary information for creating the source code and
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documentation in a simple and compact format, including the name of
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the extension, url, tokens, function declarations, typedefs and struct
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definitions. In the second step, the header files as well as the
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library and glewinfo source are generated from the descriptor
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files. The code generation scripts are located in the <tt>auto</tt>
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subdirectory.
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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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<td bgcolor="#ffffff">
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<center><a name="Namespace"><h2>Separate Namespace</h2></a></center>
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<p>
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To avoid name clashes when linking with libraries that include the
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same symbol, extension entry points are declared in a separate
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namespace (release 1.1.0 and up). This is achieved by aliasing OpenGL
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function names to their GLEW equivalents. For instance,
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<tt>glFancyFunction</tt> is simply an alias to
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<tt>glewFancyFunction</tt>. Note that the separate namespace doesn't
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effect token and function pointer definitions.
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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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<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
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defined.</li>
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<li>For each rendering context, create a <tt>GLEWContext</tt> object
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that will be available as long as the rendering context exists.</li>
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<li>Define a macro or function called <tt>glewGetContext()</tt> that
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returns a pointer to the <tt>GLEWContext</tt> object associated with
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the rendering context from which OpenGL/WGL/GLX calls are
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issued. (This dispatch mechanism is primitive, but generic.)
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<li>Replace the global <tt>glewInit()</tt> call with
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<tt>glewContextInit(glewGetContext())</tt>. Note, that the
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<tt>GLEWContext</tt> pointer returned by <tt>glewGetContext()</tt> has
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to reside in global or thread-local memory. Also, remember to call
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<tt>glewContextInit</tt> after creating the <tt>GLEWContext</tt> object
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in each rendering context.
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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 that use 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.</p>
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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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<td bgcolor="#ffffff">
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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. Also,
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the SGI GLX video extensions are currently not supported.
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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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<td bgcolor="#ffffff">
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<center><a name="Credits"><h2>Credits, Copyright</h2></a></center>
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<p>
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GLEW was developed by Milan Ikits and Marcelo Magallon. They also
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perform occasional maintainance to make sure that GLEW stays in mint
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condition. Aaron Lefohn, Joe Kniss, and Chris Wyman were the first
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users and also assisted with the design and debugging process. The
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acronym GLEW originates from Aaron Lefohn. Pasi Kärkkäinen
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identified and fixed several problems with GLX and SDL. The RPM
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packages are maintained by Karol Pietrzak. Nate Robins created the
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<tt>wglinfo</tt> utility, to which modifications were added by Michael
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Wimmer.
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<p>
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<p>
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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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generation scripts are released under the <a href="gpl.txt">GPL</a>.
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<blockquote><pre></pre></blockquote>
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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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<td bgcolor="#ffffff">
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<center><a name="Log"><h2>Change Log</h2></a></center>
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<p>
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<ul class="none">
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<li><b>1.2.4</b> [09-06-04]
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<ul>
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<li> Added ARB_draw_buffers and ARB_texture_rectangle
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<li> Replaced <tt>wglinfo</tt> with <tt>visualinfo</tt>
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</ul>
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<p>
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<li><b>1.2.3</b> [06-10-04]
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<ul>
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<li> Added NV_fragment_program2, NV_fragment_program_option, NV_vertex_program2_option, NV_vertex_program3
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<li> Bug fix in GL_ARB_vertex_blend
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</ul>
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<p>
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<li><b>1.2.2</b> [05-08-04]
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<ul>
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<li> Added GL_EXT_pixel_buffer_object, removed GL_NV_element_array
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<li> Fixed GLEW_MX problems
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<li> Bug fix in GL_EXT_texture_rectangle and <tt>wglinfo</tt>
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</ul>
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<p>
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<li><b>1.2.1</b> [03-18-04]
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<ul>
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<li> Bug fix in OpenGL version query (early release of 1.2.0 contained this bug)
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<li> Bug fix in GL_ARB_shader_objects and temporary bug fix in GL_ARB_vertex_shader
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<li> Added flags on GDI support and multisampling to <tt>wglinfo</tt>
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</ul>
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<p>
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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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GL_EXT_texture_cube_map, GL_EXT_texture_edge_clamp,
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GLX_ATI_pixel_format_float, and GLX_ATI_render_texture
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<li> Bug fixes in GL_ATI_map_object_buffer and GL_ATI_fragment_shader
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</ul>
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<p>
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<li><b>1.1.3</b> [10-28-03]
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<ul>
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<li> Added Solaris and Darwin support
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<li> Added GL_ARB_fragment_shader, GL_ARB_shader_objects, and
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GL_ARB_vertex_shader
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<li> Fixed bug in GL_WIN_swap_hint
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<li> Removed <tt>glewinfo</tt>'s dependency on <tt>GLUT</tt>
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</ul>
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<p>
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<li><b>1.1.2</b> [09-15-03]
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<ul>
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<li> Removed dependency on WGL_{ARB,EXT}_extensions_string
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<li> Added glewGetString for querying GLEW version string
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</ul>
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<p>
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<li><b>1.1.1</b> [08-11-03]
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<ul>
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<li> Added GLX_NV_float_buffer
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<li> Fixed bug in GL_ARB_vertex_buffer_object
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<li> Minor updates in documentation
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</ul>
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<p>
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<li><b>1.1.0</b> [07-08-03]
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<ul>
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<li> Added automatic code generation
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<li> Added almost every extension in the registry
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<li> Added separate namespace
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<li> Added IRIX support
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<li> Updated documentation
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</ul>
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<p>
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<li><b>1.0.7</b> [06-29-03]
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<ul>
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<li> Added GL_EXT_depth_bounds_test
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<li> Fixed typos
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</ul>
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<p>
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<li><b>1.0.6</b> [05-05-03]
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<ul>
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<li> Added ARB_vertex_buffer_object and NV_half_float
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<li> Updated <tt>wglinfo</tt>
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<li> Temporary Linux bug fixes (problems with SDL and MESA)
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</ul>
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<p>
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<li><b>1.0.5</b> [02-17-03]
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<ul>
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<li> Bug fixes
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<li> Added <tt>wglinfo</tt>
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<li> Updated documentation
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</ul>
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<p>
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<li><b>1.0.4</b> [02-02-03]
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<ul>
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<li> Added NV_texture_expand_normal
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<li> Added mingw support
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<li> Updated documentation
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</ul>
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<p>
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<li><b>1.0.3</b> [01-09-03]
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<ul>
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<li> Cleaned up ATI extensions
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<li> Changed function prototypes to match glext.h
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<li> Added EXT_texture3D
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<li> Fixed typos in ATI_vertex_attrib_array_object and ATI_draw_buffers
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</ul>
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<p>
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<li><b>1.0.2</b> [12-21-02]
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<ul>
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<li> Added list of supported extensions to documentation
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<li> Added NV_half_float and NV_texgen_emboss
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</ul>
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<p>
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<li><b>1.0.1</b> [12-17-02]
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<ul>
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<li> Bug fixes
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<li> Added glewGetExtension
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</ul>
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<p>
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<li><b>1.0.0</b> [12-12-02]
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<ul>
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<li> Initial release
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</ul>
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</ul>
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</td>
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</tr>
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<tr>
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<td bgcolor="#FFF0D0">
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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: 06-10-04</i></td>
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</tr>
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</table>
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</td>
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</tr>
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</table>
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</center>
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</body>
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