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/*
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
***/
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