Currently the version of OpenGL does not work on the mac because in
Apple's implementation of OpenGL, they use long for GLint and etc. This
causes type compatibilities with the built in version.
Here's one possible solution. I recreated the flx_opengl.pak that has an
alternative type specified for the mac. Also, I manually recreated all the
function calls so that they use the opengl types instead of felix's builtin types.
So, instead of this: "glVertex3i: int * int * int", we have this "glVertex3i: GLint
* GLint * GLint". This allows the header to just have a simple redefine at the
top of the screen, and is far more generic.
However, the problem with it is that then we have to cast a whole ton of stuff
if we pass them from felix opengl. I'll also attach the working sdl206 file and
the bitmap it needs to run.
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Here's one possible solution. I recreated the flx_opengl.pak that has an
alternative type specified for the mac. Also, I manually recreated all the
function calls so that they use the opengl types instead of felix's builtin types.
So, instead of this: "glVertex3i: int * int * int", we have this "glVertex3i: GLint
* GLint * GLint". This allows the header to just have a simple redefine at the
top of the screen, and is far more generic.
However, the problem with it is that then we have to cast a whole ton of stuff
if we pass them from felix opengl. I'll also attach the working sdl206 file and
the bitmap it needs to run.