Comments (2)
Glad itself is not platform specific. You can freely choose the configuration you need (extensions, APIs, etc) and include the resulting C files in your repository.
This is also my recommended way of using glad, generate once, include the source and only manually re-generate when necessary, then update the sources (which does give nice git diffs).
The underlying OpenGL context is indeed highly platform specific, but glad already expects a fully setup context (from e.g. GLFW or SDL), so this part does not concern glad.
If you're talking about APIs like WGL and GLX, these are platform specific, but this can easily be managed by either your build tools or a simple #ifdef
.
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Oh, ok. Thanks for your help. :)
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Related Issues (20)
- Merge mode: Duplicate symbol _glad_GL_loader_handle HOT 2
- BUILD_SHARED_LIBS doesn't work HOT 1
- Vulkan loader doesn't handle extensions provided by layers HOT 2
- REPRODUCIBLE produces files in Mac format HOT 20
- glad2 doesn't build with HEADERONLY as it specifies .c sources
- How to add glad2 as a dependency using CMake with FetchContent_Declare and FetchContent_MakeAvailable?
- add argument names to function signatures HOT 2
- What `gl::GetUniformLocation` excepts (rust) HOT 1
- Q: How to build glad2? HOT 2
- The head guard of glad/gl.h won't work as it should when header only is selected in glad2 generator HOT 1
- Missing vulkan_video_codecs_common.h required by the vk_video headers HOT 1
- glad/egl.h is not generated
- GLX_*_ARB was not declared in scope HOT 2
- Glad.h missing HOT 1
- RFE: please start making github releases HOT 3
- GL_MAX_TEXTURE_COORDS missing HOT 2
- How to use Glad2? (gladLoadGL completely missing) HOT 6
- CMake glad_add_library(): REPRODUCIBLE keyword HOT 2
- Parsing extensions fails with Mesa and GLES2
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