Original Post
I've been able to use shaders with GLEW but now I'm trying to wglGetProcAddress manually. It doesn't leave empty pointers but doesn't work either. I define the funtions
typedef GLuint (APIENTRY * PFNGLCREATESHADERPROC) (GLenum type);
PFNGLCREATESHADERPROC glCreateShader = NULL;
//later
glCreateShader = (PFNGLCREATESHADERPROC) wglGetProcAddress ("glCreateShader");
if (!glCreateShader) MessageBox (hwnd, TEXT("fail at glCreateShader"), L"ERROR", MB_OK | MB_ICONSTOP);
//finally
vert = glCreateShader (GL_VERTEX_SHADER); Same with glShaderSource, glCompileShader, glCreateProgram, glAttachShader, glLinkProgram, glUseProgram. No warnings, no errors, no hangs, just the same old fixed function. So is GLEW (or any other lib for that matter) necessary or am I missing something? [Edited by - transistor09 on February 10, 2010 11:00:45 AM]