Hello Gerrit,

I still would like to get an answer from you. Let me rephrase my point:

 > Currently I'm working with recent stuff
 > of the GL specification and it is annoying to always add the missing
 > things piece by piece, forgetting this piece and that piece or doing  it
 > wrong somehow in the first place. That does always leads to a compile
 > link cycles which take their time. So I thought that it would be perfect
 > to have all symbols and prototypes of the most recent GL spec at hand.
 > What I did was merely to split the prototypes and renamed them to the
 > osgGL... convention. Now, that has worked perfect to me. IMHO, if you
 > need the gl... prototypes under different conditions, that could also 
 > be
 > mapped into my scheme.

and

 > I see, but isn't it the problem of the non spec conforming content of
 > the /usr/include/GL/glext.h file? If you compile against that file you
 > can't use any of the extensions that use GLuint64EXT types in its
 > signature or you would have compatibility issues. Actually, I'm puzzled
 > why /usr/include/GL/glext.h is included at all? Where is the #include
 > statement for that file?

and finally

 > It would be fine if we could found some common ground on that issue,
 > however.

So I don't see what could be wrong by working on complete and the most 
recent content of the gl specification.

Best,
Johannes



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