Finished converting the following code to x64. In the process, with the #define GLEW static, I only needed GLFW3 and freeglut includes. I converted libglfw3dll.a to libglfw3.a and used the dll to make sure it would work as suggested on the glew site. Its working, that’s great, but is the #define GLEW still necessary – seems to work with just a regular DLL. Should I keep it there or not.
// Initialize the library
// Create a windowed mode window and its OpenGL context
window = glfwCreateWindow(320, 240, "x64 test", NULL, NULL);
// Make the window's context current
//Start of GLEW thing
glewExperimental = GL_TRUE;
glGenBuffers( 1, &vertexBuffer );
", vertexBuffer );
//End of GLEW thing
// Loop until the user closes the window
// Render here
// Swap front and back buffers
// Poll for and process events
x64 black window
glew, glfw and freeglut come each with a static and a dynamic library (these are different files!). if you use the static version of glew you have to define GLEW_STATIC before including <GL/glew.h>. and if you use the static version of freeglut you have to define FREEGLUT_STATIC. glfw does not need such a #define statement.
if you link statically, you final .exe will be bigger and you dont need any .dlls. if dynamically, your final .exe will be smaller but you have to put the corresponding .dlls either beside the .exe or into Windows/System32 (32bit version) or Windows/SysWOW64 (64bit version)
to create a window you only need 1 library: glfw OR freeglut, but not both
to load the GL functionality you need glew
(your example above doesnt need <GL/freeglut.h>)
On a 32-bit version of Windows, 32-bit DLLs go in System32, 16-bit DLLs go in System.
On a 64-bit version of Windows, 64-bit DLLs go in System32, 32-bit DLLs go in SysWOW64.
IOW, the native DLLs go in System32, the legacy DLLs go somewhere else. A similar structure exists for programs: native programs go in “Program Files”, 32-bit programs on 64-bit systems go in “Program Files (x86)”.
thanks for clarifying … wasnt sure about that (i always link statically if possible ;))