You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
I am working on an application that will support 32 bit windows.
It fails to compile due to the calling convention of OpenGL functions changing. The workaround is simple though, in my application I can call the plain GLFW function:
fn loadProc(context: void, function: [:0]const u8) ?gl.FunctionPointer {
_ = context;
// If we are on windows x86 32 bit, OpenGL functions use stdcall for some reason.
// As such, we have to handle that case.
if(builtin.os.tag == .windows and builtin.cpu.arch == .x86){
// get the extern function
const glfwc = struct {
extern fn glfwGetProcAddress([*c]const u8) *anyopaque;
};
return @ptrCast(glfwc.glfwGetProcAddress(function.ptr));
}
return @ptrCast(glfw.getProcAddress(function));
}
Once it is compiled, when run through wine it has an access violation. That seems to be a problem with wine, as the app works fine in regular Windows. (It fails to make a window due to it running in a virtual machine, but GLFW itself initializes just fine)
The text was updated successfully, but these errors were encountered:
I am working on an application that will support 32 bit windows.
It fails to compile due to the calling convention of OpenGL functions changing. The workaround is simple though, in my application I can call the plain GLFW function:
Once it is compiled, when run through wine it has an access violation. That seems to be a problem with wine, as the app works fine in regular Windows. (It fails to make a window due to it running in a virtual machine, but GLFW itself initializes just fine)
The text was updated successfully, but these errors were encountered: