   GLEE - anyone used this yet for OGL Exts?
  was just wondering how many of you have been or plan to use GLEE for accessing the new openGL extensions. as soon as the admin gets down here i can copy GLEE.lib into my visual lib folder and then i can try it out. was just wondering what people had to say about it versus possibly linking all the extensions yourself, if you need to. i hear GLEE does most of that work for you.  
  i will never write that stuff myself again. there is no need to.i have used others, and GLee. currently i''m working in D, so i can''t use some of the main-features of GLee anymore, but oh well.. lib is still lib, and it''s useful:Dgo get it.   If that''s not the help you''re after then you''re going to have to explain the problem better than what you have. - joanusdmentiadavepermen.net ;  It''s very convenient and saves one alot of time, rather than having to add the potentially large number of entry points manually.  Back before the official glext.h was updated I manually did this for the GLSL extensions. . .  Took forever. . . ;  well i would have to agree as i am doing some test coding right now..  no sense in re-inventing the wheel, even if the wheel is brand new. ;  We discuss and use it in our upcoming book Beginning OpenGL Game Programming. ;  Oh, yeah. I''m a big fan of it now. I''ve modified all of my SDL/OpenGL wrappers to use it. Saves loads of time from having to setup all of those bindings by hand. If you use GLee, find benjamin_bunny sometime and tell him he''s da man.   GolemBlender--The Gimp--Python--Lua--SDLNethack--Crawl--ADOM--Angband--Dungeondweller;  The problem I have with GLEE and other extension loading libraries is that in order to write robust code you have to ensure that you''ve checked for extension availability before you use an extension.  If you forget to check and the extension is not supported: null pointer access -> crash!My extension system is more robust because it does lazy loading.  Extensions are loaded at first use, and if they are not available a user-defined error function is called.  Unfortunately this bloats the executable with thousands of functions that are never used.  I''m still trying to find a solution to this other than requiring the user to #define tokens for the extensions they want to use.Enigma ;quote:The problem I have with GLEE and other extension loading libraries is that in order to write robust code you have to ensure that you've checked for extension availability before you use an extension. If you forget to check and the extension is not supported: null pointer access -> crash!I think checking for extentions is extreamly fine. esp. in the case of supporting lower end systems. I might need to change my shader loading routines based on weather the user supports ARB_FRAGMENT or not.And, from what i can remember, don't the latest headers from Nvidia have most of that extention loading code already in there? I suppose if it's less overhead, yea, that'd be fine.~Main   ==Colt "MainRoach" McAnlisProgrammerwww.badheat.com/sinewave   [edited by - duhroach on February 3, 2004 1:51:53 PM];  That's not what I mean.  Of course you want to know if a card supports an extension.  This problem is if the card doesn't support the extension and you forget to check for support then the program doesn't exit with an error message - it crashes.  Since it might be non-trivial to determine if an extension will be used during execution you either have to:add extra overhead by rechecking for existance of extensions during your rendering loop (and never forget to check),refuse to work on a particular platform because it doesn't support an extension, even though that extension would never actually be usedorrisk your program crashing when it tries to use an extension you didn't realise it would use with that particular set of options.EnigmaEDIT: emphasising the main point.   [edited by - Enigma on February 3, 2004 2:12:36 PM];quote:Original post by Enigma  This problem is if the card doesn''t support the extension and you forget to check for support then the program doesn''t exit with an error message - it crashes.It should crash. It''s a bug in your program, not it users card configuration. OK, it would be nice to give a warning, why it crahed, but it''s sill a bug.quote:Original post by Enigma  add extra overhead by rechecking for existance of extensions during your rendering loop (and never forget to check)Why would you what to do that? Just check for extension support in shader initialization. If it''s not supported don''t use the shader at all.About original question. I find GLee very usefull. Nice and simple. Thanks benjamin_bunny!   You should never let your fears become the boundaries of your dreams. 