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Source Code for dynamically binding OpenGL|ES

PostPosted: Dec 20, 2004 @ 5:49pm
by drgoldie

PostPosted: Dec 20, 2004 @ 10:25pm
by Mr X

PostPosted: Dec 21, 2004 @ 10:37am
by Tala

PostPosted: Jun 22, 2005 @ 1:35pm
by Structure

PostPosted: Jun 22, 2005 @ 2:29pm
by drgoldie
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,
Daniel

PostPosted: Jun 22, 2005 @ 2:38pm
by Structure
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?

PostPosted: Jun 22, 2005 @ 5:05pm
by Dan East
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".

Dan East

PostPosted: Jun 22, 2005 @ 5:14pm
by Structure
*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

PostPosted: Jun 22, 2005 @ 8:11pm
by drgoldie