Before you begin
First of all, if you want a basic HowTo for a quick introduction
that lets you begin using GLAF, see the "Basic Use" page of the
website (also available in the 'website' directory when you unpacked
the GLAF distribution in your system).
Include files
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You must include 'glaf.h' in all your application files that access
GLAF functions.
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Optionally, you can also include 'gl2glaf.h' if you want to use
OpenGL function names rather than GLAF function names. You must always
include 'glaf.h' before including 'gl2glaf.h'. If you'll
use GLAF function names, you don't need to include 'gl2glaf.h'.
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Or, if you're going to compile code that was originally developed to run
with core function names (ie: assuming all features were implemented in
the core), you can include 'auto_gl2glaf.h' instead of 'gl2glaf.h'.
The 'auto_gl2glaf.h' file defines OpenGL function names in a way
that takes care of testing feature availability before actually calling
the function. This include file is for the purpose of doing "easy ports"
only, because it will do a call to 'glaf_IsXXXXXSupported()' whenever
you call a function that belongs to feature XXXXX, which is not
what you want when you're developing new code (you'll probably prefer to
call 'glaf_IsXXXXXSupported()' yourself).
Documentation index
Texture features
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Imaging features
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Blending features
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Misc features
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