I agree that this mess could have been avoided.

I will at least test in a Windows VM before future merge requests.

That said, at this point , I think it's just best to fix this and move on.


As for these changes; I set up my environment on Windows according
to http://www.stellarium.org/wiki/index.php/Windows_Build_Instructions .

Including gl.h/glext.h from MinGW as following:

#include <GL/gl.h>
#include <GL/glext.h>

works even without setting include path, but GL_RGBA32F is
still undefined. I can only get that to work by #including the glext.h
from OpenGL.org.

Do we have different MinGW versions?

Also, what about runtime? Does it run with GL other than 1.1 (I still
can't test this, even in the VM)?

FM

On 9/1/12, Barry Gerdes <barrygas...@hotmail.com> wrote:
>
> Hi Timothy
>
> I stand by what I said. If it does not work on all systems it should not be
> commited to the trunk.
> If you can't test windows compiles you can always ask me. I run computers
> with a variety of Windows operatiing systems. as well as Linux
> In any case I have fixed the problem. It only required the addition of
> Mingw\include\Gl to the path. The necessary files were already there.
>
> Barry Gerdes
> Beaumont Hills Observatory
> S 33' 41' 44"    E 150' 56' 32"
>
>
>
>
>
> Date: Fri, 31 Aug 2012 20:14:36 -0400
> From: trea...@silverfieldstech.com
> To: stellarium-pubdevel@lists.sourceforge.net
> Subject: Re: [Stellarium-pubdevel] OpenGL GSoC code merged to trunk
>
> That's not the way it works Barry.  Trunk is trunk.  This wa compiled - and
> compiles fine - on Mac and Ubuntu, the two OSes I have available.  There is
> no expectation that a commit build on any platform.  If a commit breaks one
> of the platforms, we try and get it fixed.
>
> But, just as our OpenGL sucks from lack of those skills, so too does our
> Windows builds, as we do not have active developers on Windows.  Alex - and
> others - do their best to keep the Windows builds going, and your input
> definitely helps in that regard (and other areas actually).  The reality is
> this is the state we are in, and the resources we have.
>
> So we will go our best to get the Windows build fixed, but, we will not
> reoll that commit back in the meantime.
>
>
> On Fri, Aug 31, 2012 at 5:39 PM, Barry Gerdes <barrygas...@hotmail.com>
> wrote:
>
>
>
> Hi
>
> Stellarium still does not compile in windows, Same reason as before. Please
> before commiting updates to the trunk they must be tested on Windows. It is
> no good building on Linux and then not being compatable with windows.
>
>
>
> Barry Gerdes
> Beaumont Hills Observatory
> S 33' 41' 44"    E 150' 56' 32"
>
>
>
>> Date: Fri, 31 Aug 2012 23:05:42 +0200
>
>> From: georg.zo...@univie.ac.at
>> To: stellarium-pubdevel@lists.sourceforge.net
>> Subject: Re: [Stellarium-pubdevel] OpenGL GSoC code merged to trunk
>>
>
>
>> Sounds good. However, I cannot test it before next Thursday, maybe even
>> later. Hopefully somebody else?
>>
>> Good luck,
>> Georg
>>
>>
>> On Fr, 31.08.2012, 22:22, Ferdinand Majerech wrote:
>> > I got it to work.
>> >
>> > You need to include gl.h and glext.h from the OpenGL site
>> > (http://www.opengl.org/registry/api/glext.h). I'll get it to
>> > commitable state tomorrow. I think it'd make most
>> > sense to simply add the glext.h to Stellarium source and include gl.h
>> > and glext.h on
>> > Windows only.
>> >
>> > In VirtualBox I could only test the builtin Windows (software) GL 1.1 .
>> > (Which ran at 2 FPS or so). There was actually one GL 1.1 specific
>> > bug, was fixed.
>> >
>> > Testing on Windows with GL higher than 1.1 would be useful - AFAIK in
>> > GL on Windows the extensions' and newer GL versions' functions are
>> > loaded at runtime to
>> > function pointers. If Qt doesn't do that for us there might be crashes
>> > on higher than
>> > GL1.1 (especially with the GL2 backend).
>> >
>> >
>> >
>>
>>
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