[ooo-build] Compilation error with glActiveTexture

Muthu Subramanian K muthusuba at gmail.com
Fri Jul 23 06:12:02 PDT 2010


Hello,

The problem of nvidia headers seems to be fixed in ooo-build, except for the
attached patch.
OGLTrans_Shaders.hxx file seems to define the required GL_GLEXT_PROTOTYPES,
so reordering the headers seems to solve the build issue.

[This is w.r.t the linux builds]

Thank you!
Muthu Subramanian

On Wed, May 5, 2010 at 5:14 PM, Muthu Subramanian K <muthusuba at gmail.com>wrote:

> thats sounds ok...will try that.
> Just curious: Why does nvidia provide separate headers? Are there any
> specific advantages?
>
> btw, is there a way to detect via the ooo-build scripts if the user has the
> nvidia scripts and hence provide some sort of warning? I guess many would be
> having nvidia headers.
>
> Thank you!
> Muthu Subramanian
>
> 2010/5/5 Jesús Corrius <jesus at softcatala.org>
>
> The header files of the nvidia opengl drivers have never been very
>> stable. Now you have to define this and maybe in the next version
>> you'll have to define something else.
>>
>> Why don't you use the mesa header files?
>>
>> 2010/5/5 Muthu Subramanian K <muthusuba at gmail.com>:
>> > Hi,
>> >
>> > I found patch(s) which use the glActiveTexture() function, but dont
>> define
>> > GL_GLEXT_PROTOTYPES. This causes compilation problems with nvidia opengl
>> > drivers. I guess one such file is transogl-crossplatform.diff . Im not
>> sure
>> > of any other patch file(s).
>> > Please do correct me if I am wrong.
>> >
>> > Thanks & Regards,
>> > Muthu Subramanian
>> >
>> > _______________________________________________
>> > ooo-build mailing list
>> > ooo-build at lists.freedesktop.org
>> > http://lists.freedesktop.org/mailman/listinfo/ooo-build
>> >
>> >
>>
>>
>>
>> --
>> Jesús Corrius
>> http://www.corrius.org
>>
>
>
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