GLee-3.03-src

所属分类:OpenGL
开发工具:WINDOWS
文件大小:107KB
下载次数:64
上传日期:2004-10-11 00:43:18
上 传 者hayeszhong
说明:  OpenGL easy extention library with source

文件列表:
extensionList.txt (7301, 2004-01-21)
GLee.c (281893, 2004-01-21)
GLee.h (465126, 2004-01-21)

GLee GL Easy Extension Library Version 3.03 By Ben Woodhouse http://elf-stone.com LICENSE Copyright (c)2004 Ben Woodhouse All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer as the first lines of this file unmodified. 2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. THIS SOFTWARE IS PROVIDED BY BEN WOODHOUSE ``AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL BEN WOODHOUSE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. This licence includes and incorporates the SGI FREE SOFTWARE LICENSE B (Version 1.1 [02/22/2000]) full details of which can be found at http://oss.sgi.com/projects/FreeB. For the avoidance of doubt, this work falls within the definition of a 'Larger Work' within that licence, since it incorporates parts of SGI's glExt.h, wglExt.h and glxExt.h header files, which form part of SGI's OpenGL Sample Implementation. CONTACT Send any general questions, bug reports etc to me (Ben Woodhouse): ben [at] elf-stone.com Martin Büchler is now the GLee maintainer for Linux, so direct linux-specific enqiries to him: lousyphreak [at] gmx.at Questions about the D port for GLee should go to Joel Anderson: anderson [at] badmama.com.au DESCRIPTION GLee provides a simple interface for using extensions and core OpenGL functionality beyond OpenGL version 1.1, and automates the otherwise tedious process of linking function pointers. GLee works with both C and C++ compilers (as of version 2.3). Because the code is automatically generated, the latest extensions can be included rapidly in new versions. Currently there is support for OpenGL up to 1.5 and almost all registered extensions. For a complete list of extensions, please see the accompanying extensionList.txt file. For extension specifications, please visit: http://oss.sgi.com/projects/ogl-sample/registry/ HOW TO INSTALL MSVC binary version 1. Copy GLee.lib to your visual C++ lib directory (eg C:\Program Files\Microsoft Visual Studio .NET 2003\Vc7\PlatformSDK\Lib) 2. Copy GLee.h to your visual C++ include\GL directory (eg C:\Program Files\Microsoft Visual Studio .NET 2003\Vc7\PlatformSDK\include\gl) Linux binary version (GLee-*-bin.tar.gz) (Installation has to be done as root) 1. unpack GLee-*-bin.tar.gz (tar -xzf GLee-2.0-bin.tar.gz) 2. Install with the inst script (cd glee && ./inst) Linux source version (GLee-*-src.tar.gz) 1. unpack GLee-*-src.tar.gz (tar -xzf GLee-2.0-src.tar.gz) 2. cd to "glee" and run the gnu build chain (cd glee && ./configure && make) 3. Become root (password needed) (su) 4. Install the lib (make install) HOW TO USE Include glee.h in your project. If you're not using the binary version then you'll also need to add glee.c and glee.h to your project. Add a call to GLeeInit() after your OpenGL initialisation code. If the return code is true then the initialisation is successful. From this point forwards, you should have access to all OpenGL extensions and core functionality. You can query the availability of an extension like this: if (GLEE_ARB_point_parameters) { //GL_ARB_point_parameters is supported glPointParameterfARB(...); } WGL extensions have a GLEE_WGL_ prefix. For example, GLEE_WGL_ARB_pbuffer. GLX extensions work in a similar way. You can also query the OpenGL version: if (GLEE_VERSION_1_3) { //OpenGL 1.3 is supported glLoadTransposeMatrixf(...) ; ... } If GLeeInit returns false, you can get more detailed error information by calling GLeeGetErrorString(). This returns a pointer to a string which contains error description(s). At any time you can call GLeeGetExtStrGL() or GLeeGetExtStrWGL() (win32) or GLeeGetExtStrGLX() (linux) to retrieve a pointer to the corresponding extension list string. LINUX NOTES - by LousyPhreak The binary version was compiled with gcc 3.3 and was also tested with gcc 3.2, but if you still have gcc 2.x you need the source version. If you don't know which version you have on your system just look at the output of 'gcc --version'. You should be using the NVIDIA headers if you have the NVIDIA drivers installed, and the MESA headers otherwise. One more note: The binary version might complain about missing glXGetProcAddressARB on the linker stage, but if you get this error, use the source version and email me (lousyphreak [at] gmx.at). Compiling on linux: You just need to replace the linking of libGL by libGLee: gcc main.cpp whatever.cpp -lGLee -o myproject Everything else should be the same as on windows. NOTES ON THE GLEE 3.0 D PORT FOR WIN32 - by Joel Anderson 1) Put the GLee.lib in the lib folder (ie C:\dmd\lib) 2) Put glee.d and glConstants.d in the include folder (ie create c:\glee and use the -IC:\glee on the compiler.) 3) The D code is pretty much the same as the C code but you need to specify: import glee; //Instead of #include "glee.h" Notes - The GLee.lib was built using dmc. I did try the one that comes with the C version, but that doesn't work with D. You can compile the lib yourself using cbuild\go.bat - I haven't tested everything. You can contact me (Joel Anderson) at anderson@badmama.com.au (21/01/2004) - AU CREDITS Big thanks to Martin Büchler (LousyPhreak on the GameDev.net forums) for a huge amount of testing, tweaking, suggestions and advice to get GLee to work properly with Linux. The cross-platform version really would not have been possible without him. Thanks to Daniel Jo (Ostsol on the OpenGL.org forums) for helping to get GLEE 2.1 working with the OGLSL extensions (ARB_shader_objects, ARB_vertex_shader and ARB_fragment_shader). Also thanks to everyone on the gamedev.net OpenGL forum who gave suggestions or reported bugs. Thanks to Joel Anderson for his for his D port of GLee 3.0 CHANGES 3.03 : Another linux compatibility bug fixed 3.02 : GLX typedef bug fixed 3.01 : Minor linux compatibility bugs fixed 3.0 : Removed STL and other C++ specific features to make GLee compatible with C compilers Added a number of WGL extensions that had previously been excluded due to a bug with GLeeGen (now fixed) 2.21 : Fixed VC6 compilation bug 2.2 : Added full OpenGL 1.5 support 2.1 : Added the OpenGL shading language extensions: ARB_shader_objects, ARB_vertex_shader and ARB_fragment_shader. 2.01 : Fixed missing description comment in header Fixed include guard 2.0 : Removed dependency on glext.h and wglext.h Added cross-platform code for support with linux Fixed potential stability problems 1.2 : Made library compatible with VC7 and VC7.1 1.12 : Cleaned up some commenting errors in GLeeGen 1.11 : Added functions to get WGL and GL extension strings. Fixed minor formatting errors caused by a bug in GLeeGen (now fixed) 1.1 : Added detailed error checking. Fixed possible buffer overrun issue 1.01 : GLeeInit no longer requires a device context handle.

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