Re: [AD] OpenGL code

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I don't know anything about GLEW but I'd guess the number of
extensions that we need is quite small - just pbuffers and texture


On Jan 9, 2008 1:30 PM, allefant <allefant@xxxxxxxxxx> wrote:
> On Jan 8, 2008 10:19 PM, Peter Hull <peterhull90@xxxxxxxxxx> wrote:
> > As discussed on hack day it would be good to split off the OpenGL code
> > into its own file so it can be used cross-platform
> > ( What's the
> > best way to do this? I suggest having aintern_opengl.h and opengl.c,
> > and writing an implementation of each of the display's vtable
> > functions (in ALLEGRO_DISPLAY_INTERFACE) called _al_gl_<something>,
> > e.g. _al_gl_draw_line for the draw_line function.
> Having those files sounds good to me. About having shared vtable
> entries, that probably needs some further thought. Likely we would
> all drivers using OpenGL could "derive", like the current
> ALLEGRO_DISPLAY and ALLEGRO_BITMAP. Initially just calling the shared
> OpenGL code is probably enough though, right now we only have about 5%
> of the OpenGL code contained in AllegroGL. But in the long run it
> certainly will be good to have as much as possible shared, like in
> AllegroGL.
> Also, as I mentioned in the meeting, we have to decide what to do
> about OpenGL extensions. Right now I limited it all to OpenGL 1.0, but
> we definitely need to use extensions, and also provide them to users
> as OpenGL itself doesn't support that. AllegroGL has code to deal with
> extensions, and another library mentioned often for this seems to be
> GLEW, which we could depend on.
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