dunk a écrit :

I originally coded advanced_opengl.c and .h to make cellshading work under the Windows version of Soya and resolve multitexture issues.

The use of glew as a tool to access OpenGL extensions is i think a better way:
- it makes soya code platform independant
- if offers a safier way to handle exceptions, when an extension is not found (an error that occurs for example if your video card driver is too old).

yea its seems real nice to me and a lot of other projects are using it.
join #opengl on freenode and its in the topic! ;)

Just a question : what is the required version of Glew?

im using 1.3.1 from debian unstable. the latest appears to be 1.3.2

I did not yet test your patch but i send you results as soon it is done.

that would be great to see how it works under windows.
any mac users want to try?

the glew.sf.pages have usefull information on getting started with glew
but i think i have made the relevant changes to setup.py for windows.
my glew headers have been installed into the same dir as my opengl
headers fyi.

have fun
dunk

Everything is ok with your patch under windows (successfully tested with Glew 1.3.2) . I repeat that access OpenGL extensions through Glew is, according to me, a better way than using os specific calls.

It's a good work, and changes you made have to be merged ni CVS main branch (you could also commit this patch in soya-contrib).

Cheers,

Thomas


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