The functions are implemented in nVidia’s nvOpenGL32.dll, along with OpenGL 1.2 (and soon OpenGL 1.3) functions.
=>strange…I have a “nvopengl.dll” instead of a “nvopengl32.dll”…wonder if this spells trouble or is it an older version? (btw, is this file installed by the nVidia ref driver or the SDK? if so, then it can’t be a deprecated version since I’ve installed the latest SDK)
To use the functions, you have to get a pointer to them, hence you will often see references on these boards to wglGetProcAddress(). Using the pointers gives you the correct function at run-time from the dll.
=>thanks for the ptr…but then there’s this “glh_extensions.h” that seems to do all this for the user…am I right in presuming so?
=>btw, do you know of any docs on the “glh” helper toolkit? (things like this kinda worry me coz there’s absolutely no mention of it whatsoever on the dev site…I simply wouldn’t know what I’m missing out if I hadn’t chanced upon it)
There’s no official nVidia guide, I guess, because it started off being an easy technique in the early days of extensions. That’s why I suggested looking at earlier extension demos. Bear in mind that using extensions you have to do the same thing no matter what the hardware so you could check out ATI’s dev site - maybe they have some info.
Lots of people here probably have demos of how to use extensions. Check out Nutty’s demos at http://www.nutty.org for some good ones.
=>excellent website I must say…I’m trying to solicit some advice from this cool chap.
LordKronos wrote the per-pixel lighting demo on nVidia’s site - maybe you could look at that one since he included lots of docs with it.
Dev relations have been quite recently - they’ve ignored a couple of e-mails from me too. Maybe they’re getting ready for releasing Det4’s If you want to join the registered dev program, be prepared for a long wait - all I can suggest is keep trying e.g. once a month. You may need a good reason as well e.g. developing a game since they have had problems with reg’d devs leaking drivers in the past (check out all the leaked drivers on the web).
Here’s a quick example of using an OpenGL 1.2 function which is declared in glext.h:
PFNGLDRAWRANGEELEMENTSPROC glDrawRangeElements = (PFNGLDRAWRANGEELEMENTSPROC) wglGetProcAddress("glDrawRangeElements");
// Use it down here somewhere.
The procedure is the same for nVidia extension functions. You may also want to look at Cass’ wrapper glh_init_extensions(char *str) which makes life easier for extensions which define multiple functions.
=>again, you got any docs on that? (I’ve seen it appear in the sample app source code…but no explanation what it does at all)
=>I guess what I’m looking for is a more systematic approach to tackling all this nVidia OGL cum extensions business…sort of like a beginner-to-intermediate-to-advanced approach instead of diving headfirst into the deep end and then frantically grabbing onto anything that floats(which pretty much sums up my sentiments for now) :^(
=>any advice you can offer along these lines would be great!
Also, search the boards for “wglGetProcAddress” for lots of examples like the one I just gave.
Hope that helps.
=>thanks…any advice/tips you can give certainly helps!