I got it to work.

You need to include gl.h and glext.h from the OpenGL site
(http://www.opengl.org/registry/api/glext.h). I'll get it to
commitable state tomorrow. I think it'd make most
sense to simply add the glext.h to Stellarium source and include gl.h
and glext.h on
Windows only.

In VirtualBox I could only test the builtin Windows (software) GL 1.1 .
(Which ran at 2 FPS or so). There was actually one GL 1.1 specific
bug, was fixed.

Testing on Windows with GL higher than 1.1 would be useful - AFAIK in
GL on Windows the extensions' and newer GL versions' functions are
loaded at runtime to
function pointers. If Qt doesn't do that for us there might be crashes
on higher than
GL1.1 (especially with the GL2 backend).



On 8/31/12, Georg Zotti <georg.zo...@univie.ac.at> wrote:
>
> On Fr, 31.08.2012, 16:42, Ferdinand Majerech wrote:
>> I'm running out of ideas.
>>
>> I'll try installing Windows in a VM so I can try stuff (might take a
>> while
>> - no idea on
>> how to work with MinGW/Qt/stellarium on Windows)
>
> Bogdan has recently updated the building instructions for Windows.
> Currently (because of the new gettext), don't use the Qt SDK, but it's
> quite straightforward: MinGW, Qt libs 4.8.2, QtCreator 2.5.2, zlib, cmake.
> set Path, and I think that's all.
>
>> In worst case, we might use glew - which is less bad than GLee.
>
> Ah, seen this before. Maybe!
>
> G.
>
>
>
>
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