Thread: [PyOpenGL-Devel] Problem trying to compile PyOpenGL 2.0.2.01 - src/interface/GL.3DFX._multisample.o
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From: brian y l. <tel...@ya...> - 2005-01-07 05:46:44
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The OpenGL extensions and related constants are controlled by the OpenGL ARB with SGI maintaining the extension registry. There are extensions being added all the time, plus the file is copyrighted, so you need to get this .h file from SGI. Get the file glext.h rom here: http://oss.sgi.com/projects/ogl-sample/registry/ Once you add glext.h to your environment you should be able to build. __________________________________ Do you Yahoo!? Yahoo! Mail - Easier than ever with enhanced search. Learn more. http://info.mail.yahoo.com/mail_250 |
From: Leo H. <le...@st...> - 2005-01-07 08:10:14
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Hi Brian, Thanks for the reply. I mentioned that glext.h is already on Mac OS X systems. It's just not in a location such that it can be included by the statement #include <GL/glext.h> To be included on MacOS X, like other OpenGL headers, it would need to be referenced as #include <OpenGL/glext.h> I believe PyOpenGL already mostly deals with this Mac-specific change, for instance in src/gle/src/port.h, where it says: #ifdef __APPLE_CC__ /* Darwin */ #include <OpenGL/gl.h> #include <OpenGL/glu.h> #else #include <GL/gl.h> #include <GL/glu.h> #endif or in src/config.h, where the similar code block: #ifdef CGL_PLATFORM #include <OpenGL/gl.h> #include <OpenGL/glu.h> #include <glut.h> #else #include <GL/gl.h> #include <GL/glu.h> #include <GL/glut.h> #endif exists. Since I noticed in the release notes there was a structural change in 2.0.2.01, I thought perhaps this Mac-ism wasn't being taken into account when the change was made. It seems that for compatibility the include of glext.h would need to be done in the platform-dependent manner....? Leo On Jan 6, 2005, at 9:46 PM, brian y leair wrote: > The OpenGL extensions and related constants are controlled by the > OpenGL > ARB with SGI maintaining the extension registry. There are extensions > being added all the time, plus the file is copyrighted, so you need to > get > this .h file from SGI. > > Get the file glext.h rom here: > http://oss.sgi.com/projects/ogl-sample/registry/ > > Once you add glext.h to your environment you should be able to build. > > > > > __________________________________ > Do you Yahoo!? > Yahoo! Mail - Easier than ever with enhanced search. Learn more. > http://info.mail.yahoo.com/mail_250 > > > ------------------------------------------------------- > The SF.Net email is sponsored by: Beat the post-holiday blues > Get a FREE limited edition SourceForge.net t-shirt from ThinkGeek. > It's fun and FREE -- well, almost....http://www.thinkgeek.com/sfshirt > _______________________________________________ > PyOpenGL Homepage > http://pyopengl.sourceforge.net > _______________________________________________ > PyOpenGL-Devel mailing list > PyO...@li... > https://lists.sourceforge.net/lists/listinfo/pyopengl-devel > |
From: Mike C. F. <mcf...@ro...> - 2005-01-08 03:20:40
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Leo Hourvitz wrote: > Hi Brian, > > Thanks for the reply. I mentioned that glext.h is already on Mac OS X > systems. It's just not in a location such that it can be included by > the statement > #include <GL/glext.h> > To be included on MacOS X, like other OpenGL headers, it would need to > be referenced as > #include <OpenGL/glext.h> This was my bad. Will add glext.h to the darwin section of config.h . > exists. Since I noticed in the release notes there was a structural > change in 2.0.2.01, I thought perhaps this Mac-ism wasn't being taken > into account when the change was made. It seems that for > compatibility the include of glext.h would need to be done in the > platform-dependent manner....? I'd punted on this because AFAIK it's not standard *anywhere* on Linux or Win32, so there it's going to have to be not just platform specific, but installation-specific (and that's always a pain). Sorry about that, Mike ________________________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://www.vrplumber.com http://blog.vrplumber.com |
From: Leo H. <le...@st...> - 2005-01-08 07:04:44
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No prob, happy to help get it straightened out! The Mac OS X way to including those seems non-standard to me too. My reason for looking into this was because there were a number of extensions I'm using that weren't included in the old versions, and I see that the 2.0.2.01 version is very up-to-date, so it'll be great to have once this wrinkle is ironed out. Leo On Jan 7, 2005, at 7:23 PM, Mike C. Fletcher wrote: > Leo Hourvitz wrote: > >> Hi Brian, >> >> Thanks for the reply. I mentioned that glext.h is already on Mac OS >> X systems. It's just not in a location such that it can be included >> by the statement >> #include <GL/glext.h> >> To be included on MacOS X, like other OpenGL headers, it would need >> to be referenced as >> #include <OpenGL/glext.h> > > This was my bad. Will add glext.h to the darwin section of config.h . > >> exists. Since I noticed in the release notes there was a structural >> change in 2.0.2.01, I thought perhaps this Mac-ism wasn't being taken >> into account when the change was made. It seems that for >> compatibility the include of glext.h would need to be done in the >> platform-dependent manner....? > > I'd punted on this because AFAIK it's not standard *anywhere* on Linux > or Win32, so there it's going to have to be not just platform > specific, but installation-specific (and that's always a pain). > > Sorry about that, > Mike > > ________________________________________________ > Mike C. Fletcher > Designer, VR Plumber, Coder > http://www.vrplumber.com > http://blog.vrplumber.com > > > > ------------------------------------------------------- > The SF.Net email is sponsored by: Beat the post-holiday blues > Get a FREE limited edition SourceForge.net t-shirt from ThinkGeek. > It's fun and FREE -- well, almost....http://www.thinkgeek.com/sfshirt > _______________________________________________ > PyOpenGL Homepage > http://pyopengl.sourceforge.net > _______________________________________________ > PyOpenGL-Devel mailing list > PyO...@li... > https://lists.sourceforge.net/lists/listinfo/pyopengl-devel > |