Cool, I'm gunna work on a 2d raytracing shadow engine. Could do it better if enigma had surfaces but w/e
Yeah I am waiting for surfaces for quite some time too. I am trying to implement them myself but I hate C++ and its header files. Just useless piece of shit design that language has. I am doing everything properly as far as I know, but I just can't get it work. I have:
#include <GL/glext.h>
Inside of OpenGLHeaders.h and that file glext.h which is in MinGW/Include/GL directory has declarations for glGenFramebuffersEXT, GL_FRAMEBUFFER_BINDING_EXT etc., but when I try to compile I always get:
GSsurface.cpp:98:30: error: 'glGenFramebuffersEXT' was not declared in this scope
GSsurface.cpp:106:16: error: 'GL_FRAMEBUFFER_BINDING_EXT' was not declared in this scope
GSsurface.cpp:107:23: error: 'GL_FRAMEBUFFER_EXT' was not declared in this scope
And so forth. Josh said that I need to run the makefile .sh but I can't do that on win. And I actually don't get why I would need to do that, as that would just generate Makefile inside the Graphics_Systems\OpenGL directory and that file has this:
.eobjs_$(MODE)/GSsurface.o: GSsurface.cpp OpenGLHeaders.h ../../API_Switchboard.h
$(CXX) -c GSsurface.cpp -o .eobjs_$(MODE)/GSsurface.o $(FLAGS)
Which seems all I need.... I always had problems with this in C++ and so I always made my small projects in one .cpp file.