[SDL] Can't #include <GL/GL.h> on Mac

Sami Näätänen sn.ml at bayminer.com
Sun Jun 11 07:02:48 PDT 2006


On Saturday 10 June 2006 22:00, Darrell Blake wrote:
> Ah, but that's not always possible. I use GLEW to import the
> extensions so that I can use vertex and fragment shaders but you
> can't #include "glew.h" if you #include "SDL_opengl.h". It's all
> swings and roundabouts.

When you include glew.h you don't need to include any GL headers.
glew will do it for you.

> On 6/10/06, Stephane Marchesin <stephane.marchesin at wanadoo.fr> wrote:
> > Simon Roby wrote:
> > > On 6/8/06, Richard Schreyer <rws_list at girr.org> wrote:
> > >> On OS X systems, the proper headers to include are:
> > >>
> > >> <OpenGL/gl.h>
> > >> <OpenGL/glext.h>
> > >
> > > What the hell? Why did Apple do that?
> >
> > So that you have a portability reason for including "SDL_opengl.h"
> > instead :)
> >
> > Stephane
> >
> >
> > _______________________________________________
> > SDL mailing list
> > SDL at libsdl.org
> > http://www.libsdl.org/mailman/listinfo/sdl




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