Jon Leech wrote:
> Please try to keep the politicing down to a dull roar while the
> voting is going on (e.g. don't accompany the vote with further
> arguments, and don't use other people's votes as a launchpad for more
> arguments).
I don't want to persuade anyone's vote but I thought I'd explain why I
voted as I did for option A since it's different that what I expressed
last week:
1. Existing OpenGL code will work as-is.
2. If you're going to write the app code to use a new extension then adding
the code to include "glext.h" is a trivial part of that work.
3. You have the option of wrapping the #include "glext.h" directive inside
a preprocessor test of your own so it can be a Makefile or autoconfigure-
controlled option.
4. People could include a copy of glext.h with their source code. It
might be out of date with respect to the latest version of glext.h but it
would have the extension definitions that they care about. This could
prevent compile errors but might result in link-time errors (ala Steve Baker's
situation).
5. This is basically what's required on Windows. Microsoft isn't going to
update their gl.h with new preprocessor symbols anytime soon.
-Brian