#ifndef GL_ARB_vertex_buffer_object
/* GL types for handling large vertex buffer objects */
typedef ptrdiff_t GLintptrARB;
typedef ptrdiff_t GLsizeiptrARB; #endif
Looking at SDL_opengl.h it might just work if you do this:
#include <OpenGL/OpenGL.h> // OSX #include “glext.h” // pull this locally #include <OpenGL/glext.h> // Or from the framework - probably not the
right include - guessing here…
Also look into NO_SDL_GLEXT macro in SDL_opengl.h - there is a mini or
older version of glext.h there - might give you some more clues
especially if you diff it against latest.
Cheers!On 8/25/2011 7:50 PM, RodrigoCard wrote:
Hi,
I tried to build SDL for Mac OS X 10.7.1 using xcode 4.1 and I got these
errors:
SDL_opengl.h
5114: error: conflicting types for 'GLintptrARB’
5115: error: conflicting types for ‘GLsizeiptrARB’
What can be done?
I currently have no 10.6 machine to test, but I am almost downgrading
this buggy OS =/
I also built the iOS project with no problems.
I’m posting this to the list as I don’t think it merits opening a bug for it.
I’m using the Android port to develop on an Android tablet, and I noticed my
graphics were all pixelated. It turns out, Android by default gives you a
small surface to work with unless you tell it that you support larger screens
in the manifest.
Adding:
to AndroidManifest.xml lets you work at native resolutions.
The OS X OpenGL header on Lion defines the GLsizeiptrARB as long if GL_ARB_vertex_buffer_object is not defined, the SDL GL header redefines this as another type. I suggest applying the following patch for fixing this build error on Lion.
The OS X OpenGL header on Lion defines the GLsizeiptrARB as long if
GL_ARB_vertex_buffer_object is not defined, the SDL GL header redefines
this as another type. I suggest applying the following patch for fixing
this build error on Lion.
Whoops, I previously fixed the OpenGL 1.5 #ifdef but not the VBO one.
This is now fixed in revision control: hg changeset f31019514269 for the
1.2 branch and ab97e8ce122a for the 1.3 branch.