So it sounds like an include path issue.
2012/4/9 Barry Gerdes <barrygas...@hotmail.com> > Hi Tim > Sorry I did not get back earlier. I was on my way out. > I did a search for Gl.h and sure enough I found an earlier version. But it > is not in the path > The version I have is 6th Dec 2008 at 78kb > glActiveTexture gets a mention on line 1399 of the file > "GLAPI void APIENTRY glActiveTexture( GLenum texture );" > It is located in MinGw\include\Gl (Mingw\include is in the path) > It is also in Qt\4.8.0\MinGw\include\Gl > However it still fails to build because glActiveTexture was not declared > in this scope > > > > Barry Gerdes > Beaumont Hills Observatory > S 33' 41' 44" E 150' 56' 32" > > > ------------------------------ > Date: Sun, 8 Apr 2012 17:52:35 -0400 > From: trea...@silverfieldstech.com > > To: stellarium-pubdevel@lists.sourceforge.net > Subject: Re: [Stellarium-pubdevel] Stellarium fails to compile on windows > at builds 5286 > > Heya Barry. I just pushed a commit for you to test. > > The symbol that is not found is in gl.h. We're not very good at keeping > our #includes clean, and it did not look like this was an #include in the > file. It could be that Mac & Linux are getting it via an implicit #include > that you do not have. So please try it. If it still fails, find the gl.h > you have in your system, and confirm that the symbol is in there. If it > is, then someone with access to a Windows machine will need to determine > the proper #include and replace mine with it. If the symbol is not in > there, then someone with access to a windows machine will need to determine > where it is. > > > > 2012/4/8 Barry Gerdes <barrygas...@hotmail.com> > > Hi Alex, Timothy, Bogdan > > Windows still fails to build at 5295 for the same reason as before. > The commit that put all that Perlin stuff in is the culprit. (build 5281) > Please do not keep updating the main branch until you have either fixed > the windows problem or remove the commit till it can be made to work in > Windows . > Else you many get too far into the problem and need to revert completely > to build 5280 and start again. > > Barry Gerdes > Beaumont Hills Observatory > S 33' 41' 44" E 150' 56' 32" > > > ------------------------------ > From: barrygas...@hotmail.com > To: stellarium-pubdevel@lists.sourceforge.net > Date: Sat, 7 Apr 2012 12:32:45 +1000 > Subject: Re: [Stellarium-pubdevel] Stellarium fails to compile on windows > at builds 5286 > > Hi Alex > > I gather that the perlin noise equations rely on something that is not > available in Windows. > I looked through the changes and researched the perlin noise But could not > see anything pertaining to Windows that could cause trouble. > > Barry Gerdes > Beaumont Hills Observatory > S 33' 41' 44" E 150' 56' 32" > > > > Date: Sat, 7 Apr 2012 09:12:27 +0700 > > From: alex.v.w...@gmail.com > > To: stellarium-pubdevel@lists.sourceforge.net > > Subject: Re: [Stellarium-pubdevel] Stellarium fails to compile on > windows at builds 5286 > > > > Hi Barry! > > > > 7 апреля 2012 г. 9:08 пользователь Barry Gerdes > > <barrygas...@hotmail.com> написал: > > > I was wrong with build 5284 being the culprit > > > The 1st build that did not work in windows was build 5281 > > > and none have worked since in windows > > > > I know it and I tried fix this issue > > > > > > -- > > With best regards, Alexander > > > > > ------------------------------------------------------------------------------ > > For Developers, A Lot Can Happen In A Second. > > Boundary is the first to Know...and Tell You. > > Monitor Your Applications in Ultra-Fine Resolution. Try it FREE! > > http://p.sf.net/sfu/Boundary-d2dvs2 > > _______________________________________________ > > Stellarium-pubdevel mailing list > > Stellarium-pubdevel@lists.sourceforge.net > > https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel > > ------------------------------------------------------------------------------ > For Developers, A Lot Can Happen In A Second. Boundary is the first to > Know...and Tell You. Monitor Your Applications in Ultra-Fine Resolution. > Try it FREE! http://p.sf.net/sfu/Boundary-d2dvs2 > _______________________________________________ Stellarium-pubdevel > mailing list Stellarium-pubdevel@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel > > > ------------------------------------------------------------------------------ > For Developers, A Lot Can Happen In A Second. > Boundary is the first to Know...and Tell You. > Monitor Your Applications in Ultra-Fine Resolution. Try it FREE! > http://p.sf.net/sfu/Boundary-d2dvs2 > _______________________________________________ > Stellarium-pubdevel mailing list > Stellarium-pubdevel@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel > > > > ------------------------------------------------------------------------------ > For Developers, A Lot Can Happen In A Second. Boundary is the first to > Know...and Tell You. Monitor Your Applications in Ultra-Fine Resolution. > Try it FREE! http://p.sf.net/sfu/Boundary-d2dvs2 > _______________________________________________ Stellarium-pubdevel > mailing list Stellarium-pubdevel@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel > > > ------------------------------------------------------------------------------ > For Developers, A Lot Can Happen In A Second. > Boundary is the first to Know...and Tell You. > Monitor Your Applications in Ultra-Fine Resolution. Try it FREE! > http://p.sf.net/sfu/Boundary-d2dvs2 > > _______________________________________________ > Stellarium-pubdevel mailing list > Stellarium-pubdevel@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel > >
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