Re: [PyOpenGL-Devel] [PyOpenGL-Users] How to get OpenGL4 using PyOpenGL
Brought to you by:
mcfletch
From: Mike C. F. <mcf...@vr...> - 2011-06-20 16:52:14
|
On 11-06-20 08:48 AM, Mike C. Fletcher wrote: > On 11-06-18 06:01 AM, Przemysław Lib wrote: >>> In *theory* all the entry points are >>> there, but I expect there will be broken wrappers somewhere. >> Unfortunately, not all functions are declared in extensions. (checked >> that in gl3.h, and others). >> So there is need to parse at least also gl3.h and gl3ext.h, to get full OGL 4.1. >> >> I'll have some free time in near future so ill play a bit. >> >> I'm writing to both mailing-lists but in future ill write only to devel list. > Hmm, surprised about that; but it would certainly be possible, I only do > spot checks, I don't review everything that is generated. > > If we are seeing missing entry points we may want to consider using the > gl.spec file to do the generation, I've created a quick script to check for missing entry points from the .spec file, so far no missing entry points on bzr head from that, so that won't help us improve coverage. Can you give me an example of a missing entry point so I can track down how we are missing them? Have fun, Mike -- ________________________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://www.vrplumber.com http://blog.vrplumber.com |