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OpenGL Extensions Viewer displays information of the current OpenGL 3D accelerator. OpenGL Extensions Viewer runs on Mac OS X. This program displays the vendor name, the version implemented, the renderer name and the extensions of the current OpenGL.

Jun 28, 2018  Free Download OpenGL Extensions Viewer for Mac 5.0.8 - A free and reliable software utility for Mac computers that provides info about your OpenGL. Find the essential documentation and resources for creating macOS apps using the hardware-accelerated OpenGL API. Advances in OpenGL for OS X; Downloads.

OpenGL Extensions Viewer provides info about your OpenGL accelerator. Many OpenGL extensions, as well as extensions to related APIs, have been defined by vendors. The extension registry is maintained by SGI. OpenGL Extensions Viewer Features • Contains specifications for all known extensions, written as modifications to the appropriate specification documents • Defines naming conventions, guidelines for creating new extensions, and writing suitable documentation • Displays the vendor name, the version implemented, the renderer name, and the extensions of the current OpenGL 3D What's New in OpenGL Extensions Viewer. OpenGL Extensions Viewer provides info about your OpenGL accelerator. Many OpenGL extensions, as well as extensions to related APIs, have been defined by vendors.

The extension registry is maintained by SGI. OpenGL Extensions Viewer Features • Contains specifications for all known extensions, written as modifications to the appropriate specification documents • Defines naming conventions, guidelines for creating new extensions, and writing suitable documentation • Displays the vendor name, the version implemented, the renderer name, and the extensions of the current OpenGL 3D accelerator • With internet connection, retrieves the specifications that explain the available extensions.

This question is extremely old in internet time, but the most straightforward way. Is to just dabble your feet in Objective-C.

Adobe Imageready Download Mac on this page. My general way of approaching this is as follows: • You can keep doing all your core programming in C++, no problem. • Create a new 'Cocoa application' in XCode. • In the interface builder (where you edit your.xib file), find an NSOpenGLView object in the object browser, and smack it on your window. • This bit is important: In the object inspector change the subclass to your own subclass (that still needs to be made).

You can name it anything you like, for example MyRenderer or something. • Hit [cmd]+[n] and create a new Objective-C class, MyRenderer. Change the extension from MyRenderer.m to MyRenderer.mm. Harry Potter Game Mac Full Download. This way, XCode knows that it must compile for Objective-C++ instead of Objective-C.

• In MyRenderer.mm, override at least the following methods of NSOpenGLView. • - (void) awakeFromNib: Do your class initialization here. Do not initialize OpenGL here, or your program will crash. • - (void) drawRect:(NSRect)dirtRect: Do your drawing stuff here. • - (void) prepareOpenGL: Initialize OpenGL here. • - (void) reshape:(NSRect)bounds: For when the view gets resized.

The good news is that you can freely mix C++ functions and classes inside MyRenderer.mm. You can also make use of C++ #include directives alongside Objective-C #import directives.

You can do C++ inside drawRect with no problems. The bad news is that NSOpenGLView does not redraw the scene every x milliseconds. It will only redraw the scene once it feels it's necessary. You'll have to make use of Cocoa's NSTimer class for that. Edit: Extra note: In the drawRect method, make sure to call glFlush() as well as [[self openGLContext] flushBuffer].

For some reason, only calling [[self openGLContext] flushBuffer] doesn't draw anything on the view for me. When using OpenGL on Mac OS X, there are two things to keep in mind: One, you have to link the OpenGL framework. Outside of Xcode, you can pass the -framework flag to the linker: $ gcc -framework OpenGL -o my_opengl_program my_opengl_program.c (Note that this flag only works on OS X.) If you're using Xcode, you can just add OpenGL.framework to your linked frameworks. Two, you prefix OpenGL/>in front of your OpenGL headers.

For example, to include gl.h, use: #include Otherwise, programming with OpenGL on Mac OS X is pretty much the same.