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Source Code for dynamically binding OpenGL|ES


Source Code for dynamically binding OpenGL|ES

Postby drgoldie » Dec 20, 2004 @ 5:49pm

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Postby Mr X » Dec 20, 2004 @ 10:25pm

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Postby Tala » Dec 21, 2004 @ 10:37am

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Postby Structure » Jun 22, 2005 @ 1:35pm

A float, A float, My kingdom for a float
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Postby drgoldie » Jun 22, 2005 @ 2:29pm

i don't understand your question.
this is source code and it is free for use, which is always good for any kind of project. :)

maybe you can explain your question a little bit more...

bye,
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Postby Structure » Jun 22, 2005 @ 2:38pm

Im probably missing something blinding obvious here, so forgive me…

But what is this source code used for? As it stands in my engine I just include the opengles headers and code away :)


So my question is really to understand if I should be using a derivative of this code in my engine?
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Postby Dan East » Jun 22, 2005 @ 5:05pm

It is for dynamically accessing the DLL. Thus if the DLL does not exist your application will still run, and you can fall back on software rendering or provide a concise error message to the user, like "This program only runs on devices with 3D hardware", instead of the vague Windows error message "A required component is missing".

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Postby Structure » Jun 22, 2005 @ 5:14pm

*Penny drops*


Thanks Dan, I get it now, ive not had much experience at actually deploying applications so these issues are yet to arise, but yes that’s a good thing to integrate, it can go on my todo list :P
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Postby drgoldie » Jun 22, 2005 @ 8:11pm

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