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 >
GLStaticLibrary.cpp
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