Thanks Paul, changes merged and submitted to svn/trunk.  I've noticed that
GL4 headers are different so we'll need to add in another path for that.




On 8 January 2014 21:29, Paul Martz <[email protected]> wrote:

> I'm getting these errors on Windows. The OSG build config is as enumerated
> at the bottom of the osgsimplegl3.cpp example source file, in summary:
>  - Of all the OSG_*_AVAILABLE variables, only OSG_CPP_EXCEPTIONS_AVAILABLE
> and OSG_GL3_AVAILABLE are set, the others are disables.
>
> Perhaps the attached osg/GL header will help. The GLint64EXT (and friends)
> were being defined only for Apple. I defined for all platforms when
> building GL3. This resolves the compile errors.
>
>
>
>
> On Wed, Jan 8, 2014 at 1:53 PM, Robert Osfield 
> <[email protected]>wrote:
>
>> Hi Paul,
>>
>> What OS/driver and OSG build combination are you finding these errors
>> with?
>>
>> Tomorrow I will have a bash at reproducing the issue.
>>
>> Cheers
>> Robert
>> On 8 Jan 2014 18:51, "Paul Martz" <[email protected]> wrote:
>>
>>> Hi Robert -- The change for GLint64 doesn't appear to be working for the
>>> Drawable header file. Many files that include Drawable fail to compile, for
>>> example, Drawable.cpp:
>>>
>>> 1>  Drawable.cpp
>>> 1>C:\Projects\OSG\trunk\include\osg/Drawable(661): error C2061: syntax
>>> error : identifier 'GLint64EXT'
>>> 1>C:\Projects\OSG\trunk\include\osg/Drawable(716): error C2061: syntax
>>> error : identifier 'GLint64EXT'
>>> 1>..\..\..\src\osg\Drawable.cpp(1527): error C2061: syntax error :
>>> identifier 'GLint64EXT'
>>> 1>..\..\..\src\osg\Drawable.cpp(1531): error C2065: 'params' :
>>> undeclared identifier
>>>
>>> Thanks for looking into this.
>>>
>>>
>>> On Tue, Jan 7, 2014 at 12:06 PM, Robert Osfield <
>>> [email protected]> wrote:
>>>
>>>> Hi Paul,
>>>>
>>>> I've looked in the GLint64EXT/GLuint64 definitions and usage and found
>>>> that they were defined three places include/osg/GL, State and Drawable.  To
>>>> simplify I have removed the State and Drawable header declarations so they
>>>> will now rely upon the include/osg/GL one.  This means when we get the
>>>> final combination that will work across platforms we'll just have one place
>>>> to get it right.
>>>>
>>>> Let me know what you think,
>>>> Robert.
>>>>
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>>>>
>>>
>>>
>>> --
>>>    -Paul
>>>
>>>
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>
>
> --
>    -Paul
>
>
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