Hi Robert,
It works fine on windows. It had a few compile issues with GCC that I
have fixed in the attached patch.

Thanks,
-Alok

On Wed, May 19, 2010 at 7:43 AM, Robert Osfield
<[email protected]> wrote:
> Hi Alok,
>
> On Fri, May 14, 2010 at 8:50 PM, Robert Osfield
> <[email protected]> wrote:
>> One thing I feel that we could improve the code further would be to
>> use a macro for each of that static function mappings.  It's well in
>> the evening here so I'll not attempt to code change the code right
>> now, next week I'll have a bash at illustrating what I mean.  As
>> things stand if code works for you then great - we can polish it
>> later.
>
> I've now implemented what I was thinking about so the function setup
> code now looks like:
>
> #define ADD_FUNCTION(FunctionName) sProcAddressMap[#FunctionName] =
> reinterpret_cast<GLProc>(&FunctionName);
>
> void initGLES2ProcAddress()
> {
>    ADD_FUNCTION(glActiveTexture)
>    ADD_FUNCTION(glAttachShader)
>    ADD_FUNCTION(glBindAttribLocation)
>    ADD_FUNCTION(glBindBuffer)
> ...
>
> I've partially built this under my GL2 install, but not everything
> compiles so I don't know for sure whether everything is working OK.
> Could you please do an checkout out of svn/trunk and test to make sure
> that my new code compiles and run as your own did originally.
>
> Thanks,
> Robert.
> _______________________________________________
> osg-submissions mailing list
> [email protected]
> http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
>

Attachment: GLStaticLibrary.cpp
Description: Binary data

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