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PlatformWin32/platformGL.h error?

by John Kabus (BobTheCBuilder) · in Torque Game Engine · 08/13/2003 (5:02 pm) · 7 replies

PlatformWin32/platformGL.h

contains the following lines at line 20:

#include "platformWin32/gl_types.h"
#define GL_FUNCTION(fn_return,fn_name,fn_args,fn_value) extern fn_return (__stdcall *fn_name)fn_args; 
#include "platformX86UNIX/gl_func.h"
#include "platformX86UNIX/glu_func.h"
#undef GL_FUNCTION

instead of:

#include "platformWin32/gl_types.h"
#define GL_FUNCTION(fn_return,fn_name,fn_args,fn_value) extern fn_return (__stdcall *fn_name)fn_args; 
[b]#include "platformWin32/gl_func.h"
#include "platformWin32/glu_func.h"[/b]
#undef GL_FUNCTION

my code is a little dated, sorry if this is already fixed.

John.

#1
08/13/2003 (6:18 pm)
What CVS date do you have? :P
#2
08/13/2003 (6:27 pm)
July 17 2003.
#3
08/13/2003 (6:32 pm)
I asked this same question of Tim or was it Rick *shrug* the response was it is normal. why? *shrug* beats me
#4
08/13/2003 (6:37 pm)
All righty... :)

just checking.

John.
#5
08/13/2003 (10:23 pm)
I seem to recall this was done to get rid of copyright references to Quake, or somesuch. So they changed all the x86 targets to use the mesa headers :)
I guess stock OpenGL headers could have been used, not sure.
I think the change in the cvs changelist is #3118
#6
08/14/2003 (7:32 am)
But they left the files in the source tree? That doesn't make sense, besides the files are nearly identical. The only issue I had was that I was adding new extensions to the win32 source and they were not available to the engine classes.

Could it be that having platform specific gl headers is pointless? I mean if the extension is not supported it's not in the extension string, no biggie.

John.
#7
08/14/2003 (7:58 am)
Come to think of it, I'm going to put the references back to the X86Unix headers. Otherwise I'm just going to make the same changes twice (I think I see why it was this way in the first place :) ).

John.