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diff --git a/externals/glew-1.10.0/doc/advanced.html b/externals/glew-1.10.0/doc/advanced.html new file mode 100644 index 000000000..a3cb7db90 --- /dev/null +++ b/externals/glew-1.10.0/doc/advanced.html @@ -0,0 +1,272 @@ +<!-- begin header.html --> +<!-- +The OpenGL Extension Wrangler Library +Copyright (C) 2002-2008, Milan Ikits <milan ikits[]ieee org> +Copyright (C) 2002-2008, Marcelo E. Magallon <mmagallo[]debian org> +Copyright (C) 2002, Lev Povalahev +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions are met: + +* Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. +* Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. +* The name of the author may be used to endorse or promote products + derived from this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" +AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE +IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE +ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE +LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR +CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF +SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS +INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN +CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) +ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF +THE POSSIBILITY OF SUCH DAMAGE. +--> +<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html/4/loose.dtd"> +<!-- <img src="new.png" height="12" alt="NEW!"> --> +<html> +<head> +<title>GLEW: The OpenGL Extension Wrangler Library</title> +<meta http-equiv="Content-Type" content="text/html; charset=US-ASCII"> +<link href="glew.css" type="text/css" rel="stylesheet"> +</head> +<body bgcolor="#fff0d0"> +<table border="0" width="100%" cellpadding="12" cellspacing="8" style="height:100%"> +<tr> +<td bgcolor="#ffffff" align="left" valign="top" width="200"> +<table border="0" width="100%" cellpadding="0" cellspacing="0" align="left"> +<tr> +<td valign="top"> + +<table border="0" width="100%" cellpadding="0" cellspacing="0" align="left"> +<tr><td align="center"><i>Latest Release: <a href="https://sourceforge.net/projects/glew/files/glew/1.10.0/">1.10.0</a></i></td></tr> +<tr><td align="center"><br></td></tr> +<tr><td align="center"><img src="./glew.png" alt="GLEW Logo" width="97" height="75"></td></tr> +<tr><td align="center"><br></td></tr> +<tr><td align="center"> +<table border="0" cellpadding="0" cellspacing="0" align="center"> +<tr><td align="center"><a href="index.html">Download</a></td></tr> +<tr><td align="center"><a href="basic.html">Usage</a></td></tr> +<tr><td align="center"><a href="build.html">Building</a></td></tr> +<tr><td align="center"><a href="install.html">Installation</a></td></tr> +<tr><td align="center">Source Generation</td></tr> +<tr><td align="center"><a href="credits.html">Credits & Copyright</a></td></tr> +<tr><td align="center"><a href="log.html">Change Log</a></td></tr> +<tr><td align="center"><a href="https://sourceforge.net/projects/glew">Project Page</a></td></tr> +<tr><td align="center"><a href="https://sourceforge.net/p/glew/mailman">Mailing Lists</a></td></tr> +<tr><td align="center"><a href="https://sourceforge.net/p/glew/_list/tickets">Bug Tracker</a></td></tr> +</table> +<tr><td align="center"><br></tr> +</table> +</td> +</tr> +<tr> + +<td valign="bottom"> +<table border="0" width="100%" cellpadding="5" cellspacing="0" align="left"> +<tr><td align="center"><i>Last Update: 07-22-13</i></td></tr> +<tr><td align="center"> +<a href="http://www.opengl.org"> <img src="./ogl_sm.jpg" width="68" +height="35" border="0" alt="OpenGL Logo"></a> +<a href="http://sourceforge.net"> <img +src="http://sourceforge.net/sflogo.php?group_id=67586&type=1" +width="88" height="31" border="0" alt="SourceForge Logo"></a> +</td> +</tr> +<!--- <tr><td align="center"><a +href="http://sourceforge.net/donate/index.php?group_id=67586"><img +src="http://images.sourceforge.net/images/project-support.jpg" +width="88" height="32" border="0" alt="Support This Project"></a></td></tr> --> +</table> +</td> +</tr> +</table> +</td> + +<td bgcolor="#ffffff" align="left" valign="top"> + +<h1>The OpenGL Extension Wrangler Library</h1> + +<!-- end header.html --> + + +<h2>Automatic Code Generation</h2> + +<p> +Starting from release 1.1.0, the source code and parts of the +documentation are automatically generated from the extension +specifications in a two-step process. In the first step, +specification files from the OpenGL registry are downloaded and +parsed. Skeleton descriptors are created for each extension. These +descriptors contain all necessary information for creating the source +code and documentation in a simple and compact format, including the +name of the extension, url link to the specification, tokens, function +declarations, typedefs and struct definitions. In the second step, +the header files as well as the library and glewinfo source are +generated from the descriptor files. The code generation scripts are +located in the <tt>auto</tt> subdirectory. +</p> + +<p> +The code generation scripts require GNU make, wget, and perl. On +Windows, the simplest way to get access to these tools is to install +<a href="http://www.cygwin.com/">Cygwin</a>, but make sure that the +root directory is mounted in binary mode. The makefile in the +<tt>auto</tt> directory provides the following build targets: +</p> + +<table border=0 cellpadding=0 cellspacing=5> +<tr><td align="left" valign="top"><tt>make</tt></td> +<td align=left>Create the source files from the descriptors.<br/> If the +descriptors do not exist, create them from the spec files.<br/> If the spec +files do not exist, download them from the OpenGL repository.</td></tr> +<tr><td align="left" valign="top"><tt>make clean</tt></td> +<td align=left>Delete the source files.</td></tr> +<tr><td align="left" valign="top"><tt>make clobber</tt></td> +<td align=left>Delete the source files and the descriptors.</td></tr> +<tr><td align="left" valign="top"><tt>make destroy</tt></td> +<td align=left>Delete the source files, the descriptors, and the spec files.</td></tr> +<tr><td align="left" valign="top"><tt>make custom</tt></td> +<td align=left>Create the source files for the extensions +listed in <tt>auto/custom.txt</tt>.<br/> See "Custom Code +Generation" below for more details.</td></tr> +</table> + +<h3>Adding a New Extension</h3> + +<p> +To add a new extension, create a descriptor file for the extension in +<tt>auto/core</tt> and rerun the code generation scripts by typing +<tt>make clean; make</tt> in the <tt>auto</tt> directory. +</p> + +<p> +The format of the descriptor file is given below. Items in +brackets are optional. +</p> + +<p class="pre"> +<Extension Name><br> +[<URL of Specification File>]<br> + [<Token Name> <Token Value>]<br> + [<Token Name> <Token Value>]<br> + ...<br> + [<Typedef>]<br> + [<Typedef>]<br> + ...<br> + [<Function Signature>]<br> + [<Function Signature>]<br> + ...<br> +<!-- [<Function Definition>]<br> + [<Function Definition>]<br> + ...<br> --> +</p> + +<!-- +<p> +Note that <tt>Function Definitions</tt> are copied to the header files +without changes and have to be terminated with a semicolon. In +contrast, <tt>Tokens</tt>, <tt>Function signatures</tt>, and +<tt>Typedefs</tt> should not be terminated with a semicolon. +</p> +--> + +<p> +Take a look at one of the files in <tt>auto/core</tt> for an +example. Note that typedefs and function signatures should not be +terminated with a semicolon. +</p> + +<h3>Custom Code Generation</h3> +<p> +Starting from GLEW 1.3.0, it is possible to control which extensions +to include in the libarary by specifying a list in +<tt>auto/custom.txt</tt>. This is useful when you do not need all the +extensions and would like to reduce the size of the source files. +Type <tt>make clean; make custom</tt> in the <tt>auto</tt> directory +to rerun the scripts with the custom list of extensions. +</p> + +<p> +For example, the following is the list of extensions needed to get GLEW and the +utilities to compile. +</p> + +<p class="pre"> +WGL_ARB_extensions_string<br> +WGL_ARB_multisample<br> +WGL_ARB_pixel_format<br> +WGL_ARB_pbuffer<br> +WGL_EXT_extensions_string<br> +WGL_ATI_pixel_format_float<br> +WGL_NV_float_buffer<br> +</p> + +<h2>Multiple Rendering Contexts (GLEW MX)</h2> + +<p>Starting with release 1.2.0, thread-safe support for multiple +rendering contexts, possibly with different capabilities, is +available. Since this is not required by most users, it is not added +to the binary releases to maintain compatibility between different +versions. To include multi-context support, you have to do the +following:</p> +<ol> +<li>Compile and use GLEW with the <tt>GLEW_MX</tt> preprocessor token +defined.</li> +<li>For each rendering context, create a <tt>GLEWContext</tt> object +that will be available as long as the rendering context exists.</li> +<li>Define a macro or function called <tt>glewGetContext()</tt> that +returns a pointer to the <tt>GLEWContext</tt> object associated with +the rendering context from which OpenGL/WGL/GLX calls are issued. This +dispatch mechanism is primitive, but generic. +<li>Make sure that you call <tt>glewInit()</tt> after creating the +<tt>GLEWContext</tt> object in each rendering context. Note, that the +<tt>GLEWContext</tt> pointer returned by <tt>glewGetContext()</tt> has +to reside in global or thread-local memory. +</ol> + +<p>Note that according to the <a +href="http://msdn.microsoft.com/library/default.asp?url=/library/en-us/opengl/ntopnglr_6yer.asp">MSDN +WGL documentation</a>, you have to initialize the entry points for +every rendering context that use pixel formats with different +capabilities For example, the pixel formats provided by the generic +software OpenGL implementation by Microsoft vs. the hardware +accelerated pixel formats have different capabilities. <b>GLEW by +default ignores this requirement, and does not define per-context +entry points (you can however do this using the steps described +above).</b> Assuming a global namespace for the entry points works in +most situations, because typically all hardware accelerated pixel +formats provide the same entry points and capabilities. This means +that unless you use the multi-context version of GLEW, you need to +call <tt>glewInit()</tt> only once in your program, or more precisely, +once per process.</p> + +<h2>Separate Namespace</h2> + +<p> +To avoid name clashes when linking with libraries that include the +same symbols, extension entry points are declared in a separate +namespace (release 1.1.0 and up). This is achieved by aliasing OpenGL +function names to their GLEW equivalents. For instance, +<tt>glFancyFunction</tt> is simply an alias to +<tt>glewFancyFunction</tt>. The separate namespace does not effect +token and function pointer definitions. +</p> + +<h2>Known Issues</h2> + +<p> +GLEW requires GLX 1.2 for compatibility with GLUT. +</p> + +<!-- begin footer.html --> +</td></tr></table></body> +<!-- end footer.html --> + |