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authorMatt Strapp <matt@mattstrapp.net>2021-09-20 18:15:14 -0500
committerMatt Strapp <matt@mattstrapp.net>2021-09-20 18:15:14 -0500
commit342403a02f8063903d0f38327430721d4d0ae331 (patch)
tree29d020a27bc16939c568dd4b29166566d1c0e658 /dev/MinGfx/src/opengl_headers.h
parentFix parenthesis (diff)
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-rw-r--r--dev/MinGfx/src/opengl_headers.h94
1 files changed, 47 insertions, 47 deletions
diff --git a/dev/MinGfx/src/opengl_headers.h b/dev/MinGfx/src/opengl_headers.h
index a220277..84a5df2 100644
--- a/dev/MinGfx/src/opengl_headers.h
+++ b/dev/MinGfx/src/opengl_headers.h
@@ -1,48 +1,48 @@
-/*
- This file is part of the MinGfx Project.
-
- Copyright (c) 2017,2018 Regents of the University of Minnesota.
- All Rights Reserved.
-
- Original Author(s) of this File:
- Dan Keefe, 2018, University of Minnesota
-
- Author(s) of Significant Updates/Modifications to the File:
- ...
- */
-
-// We often use the code that is commented out below to load opengl headers in a cross-platform way,
-// but since nanogui uses glad internally, we will just use their approach to load opengl headers
-// so that everything is consistent.
-
-// disable warnings for this 3rd party code
-#pragma warning ( push, 0 )
-#include <nanogui/opengl.h>
-#pragma warning ( pop )
-
-
-/*** Our typical (non-nanogui) appraoch:
-
-// GLEW is needed on Windows and Linux
-#ifdef _WIN32
-#include "GL/glew.h"
-#include "GL/wglew.h"
-#elif (!defined(__APPLE__))
-#include "GL/glxew.h"
-#endif
-
-// OpenGL Headers
-#if defined(WIN32)
-#define NOMINMAX
-#include <windows.h>
-#include <GL/gl.h>
-#elif defined(__APPLE__)
-#define GL_GLEXT_PROTOTYPES
-#include <OpenGL/gl3.h>
-#include <OpenGL/glext.h>
-#else
-#define GL_GLEXT_PROTOTYPES
-#include <GL/gl.h>
-#endif
-
+/*
+ This file is part of the MinGfx Project.
+
+ Copyright (c) 2017,2018 Regents of the University of Minnesota.
+ All Rights Reserved.
+
+ Original Author(s) of this File:
+ Dan Keefe, 2018, University of Minnesota
+
+ Author(s) of Significant Updates/Modifications to the File:
+ ...
+ */
+
+// We often use the code that is commented out below to load opengl headers in a cross-platform way,
+// but since nanogui uses glad internally, we will just use their approach to load opengl headers
+// so that everything is consistent.
+
+// disable warnings for this 3rd party code
+#pragma warning ( push, 0 )
+#include <nanogui/opengl.h>
+#pragma warning ( pop )
+
+
+/*** Our typical (non-nanogui) appraoch:
+
+// GLEW is needed on Windows and Linux
+#ifdef _WIN32
+#include "GL/glew.h"
+#include "GL/wglew.h"
+#elif (!defined(__APPLE__))
+#include "GL/glxew.h"
+#endif
+
+// OpenGL Headers
+#if defined(WIN32)
+#define NOMINMAX
+#include <windows.h>
+#include <GL/gl.h>
+#elif defined(__APPLE__)
+#define GL_GLEXT_PROTOTYPES
+#include <OpenGL/gl3.h>
+#include <OpenGL/glext.h>
+#else
+#define GL_GLEXT_PROTOTYPES
+#include <GL/gl.h>
+#endif
+
***/ \ No newline at end of file