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Re: [ogl-sample] How to get started?

To: ogl-sample@xxxxxxxxxxx
Subject: Re: [ogl-sample] How to get started?
From: Jon Leech <ljp@xxxxxxxxxxxxxxxxxxxx>
Date: Wed, 26 Apr 2000 00:14:35 -0700
In-reply-to: <200002180209675.SM00161@KENDALLB>; from Kendall Bennett on Fri, Feb 18, 2000 at 02:09:25AM -0800
References: <200002180209675.SM00161@KENDALLB>
Reply-to: ogl-sample@xxxxxxxxxxx
Sender: owner-ogl-sample@xxxxxxxxxxx
    OK, trying to catch up now that my head's above water for a bit:

On Fri, Feb 18, 2000 at 02:09:25AM -0800, Kendall Bennett wrote:
> I am interesting in getting the new Open Source OpenGL sample
> implementation to compile in our development environment. I have
> synced up with the latest files via CVS, however I am having a hard
> time figuring out where to start. Since I won't be builing this under
> Linux or for X11, I need to build my own makefiles etc. I plan to
> build this with Watcom C++ for Win32 initially, using our own
> makefile stuff.

    The idea behind the commondefs/commonrules stuff in
main/tools/include is to parameterize Makefile stuff for different
platforms. If your Windows make tool is sufficiently close to gmake, you
might be able to further parameterize the existing Makefiles and make
include files such as commondefs; otherwise a parallel set of
Windows-specific Makefiles will probably be needed.

> I guess the first place I could start would be with the GLU
> libraries, since those are relatively simple. I can find the source
> to the libglu library, but it is spread out in three directories. I
> assume I need to build the objects in all those directories into the
> final library?

    Yes. The NURBS/polygon tesselator/etc. split is just logical.

> Also where are the public OpenGL header files in the SI? I can't seem
> to find them anywhere...

    They are generated by various awk and perl scripts, from the ".spec"
files under main/gfx/include (just as huge amounts of GLX protocol
encoding/decoding is automatically generated, and various other things).
I am partway through converting completely over to Perl and hope to
finish soon, which makes non-Unix stuff more tenable.

    Jon Leech
    SGI

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