AllegroGL also automatically exposes most, if not all, OpenGL extensions available to user programs. This means you no longer have to manually load them; extension management is already done for you.
Unix: Allegro MUST have been compiled with the pthreads support enabled (you must not use the '--disable-pthreads' option when running './configure' at Allegro compilation) This is mandatory otherwise your program may die a horrible death due to race conditions.
You need an X server which provides the OpenGL/GLX functionality. If you have successfully installed 3D drivers (NVidia, DRI drivers, ...) then OpenGL/GLX libraries are already installed. Otherwise XFree86 4.x has OpenGL/GLX built in. We have also successfully used an earlier version, with development snapshots of Mesa3D 3.2 and GLX extensions.
You also need to get the GLU library, preferably the SGI's one (see the Mesa sourceforge webpage - http://Mesa3D.sf.net/ ).
If you want to build the generic driver you need Mesa 4.0 or higher (only the "MesaLib" archive is mandatory, the "MesaDemos" one is optionnal).
Links to the relevant sites can be found on the AllegroGL web site.
Windows/MSVC: MSVC6 or MSVC2005 IDE or GNU make is required for MSVC.
Windows/Mingw: If you use Mingw, you'll need the OpenGL header files and libraries. These are normally included with Mingw.
In case your copy of Mingw does not have the OpenGL headers, you can grab them here: ftp://ftp.microsoft.com/softlib/mslfiles/opengl95.exe This is a self-extracting archive.
You'll also need GNU make (mingw32-make) to compile AllegroGL.
DOS: You need DJGPP and Mesa 4.0 http://Mesa3D.sf.net/ for OpenGL rendering (only the "MesaLib" archive is mandatory, the "MesaDemos" one is optionnal).
Mac OS X: System version 10.1.x or newer is required to build AllegroGL. Allegro WIP 4.1.11 or newer is also required, as older versions did not support OS X.
If you want to build the generic driver, run `./configure --enable-generic' and `make MESADIR=xxx' where xxx is the path to the Mesa 4.0 directory. This will build both Mesa (GL and GLU) and AllegroGL
For a debug build, add `DEBUGMODE=1' on each of the command lines.
If you get errors about missing header files or libraries, either for X or GL, see the instructions at the top of `makefile'. Note that you need to have the X development package installed, if you are using Red Hat Linux or Debian GNU/Linux.
If you don't have the OpenGL header files (GL\gl.h) and libraries, you will first need to acquire thrm. These can be obtained from the Microsoft site, or from MSVC.
If you obtained the self-extracting archive from the Microsoft site, then run it. Move the produced header files (*.h) into C:\Mingw32\include\GL\ (replace C:\Mingw32 by wherever you happen to have installed Mingw). Ignore the other files, as they are only useful for MSVC.
You need to set up your environment if you haven't done that already. Environment variable "PATH" should point to the "bin" directory of Mingw. You can check that by typing "gcc" in the console. It must display something like: "gcc: no input files". If it complains about a unknown command then type "set PATH=%PATH%;C:\Mingw32\bin" (replace C:\Mingw32 by wherever you happen to have installed Mingw). Also, you need to set MINGDIR env. variable. It must point to Mingw instalation directory: "set MINGDIR=C:\Mingw32". You can check that with: "echo %MINGDIR%".
You will need to run 'fix mingw32' in the AllegroGL directory to update makefile for Mingw32. Since both Allegro and AllegroGL have native Mingw support I am happy to say that you can build Allegro/AllegroGL programs entirely using free software.
For an optimised build, run `make' from the directory containing this file. Use `make install' to install the library and header file. Some versions of Mingw come with `mingw32-make' instead of `make', so you may need to run that instead.
For a debug build, do the same but write `DEBUGMODE=1' on each of the command lines; for example, 'make DEBUGMODE=1' and 'make install DEBUGMODE=1'.
Add 'STATICLINK=1' to the last two commands to build AllegroGL that can be linked to statically linked allegro.
_____________________________________________________________ | Configuration name | AGL lib name | Allegro lib name | |-------------------------------------------------------------| | Release | agl.lib | alleg.lib | | DLL Release | agl.lib & agl.dll | alleg.lib | | Static Release | agl_s.lib | alleg_s.lib | | Static Release CRT | agl_s_crt.lib | alleg_s_crt.lib | | Debug | agld.lib | alld.lib | | Static Debug | agld_s.lib | alld_s.lib | -------------------------------------------------------------
All configuration except "DLL Release" produce AllegroGL library that is statically linked to the executable.
Instructions for compiling AllegroGL using command line follow.
You must have a working copy of GNU Make (useful for building Allegro, anyway). This can be either DJGPP's or Mingw's (recommended).
The first thing you need to do is find `vcvars32.bat', somewhere in your Visual Studio directories (most probably, it's in 'vc98/bin'). Running this batch file will enable the command line compiler for the current DOS session. If you will use it often, or find that typing 'c:\progra~1\micros~2\vc98\bin\vcvars32.bat' gets annoying after a while, then (under Windows 9X) simply add that command to your autoexec.bat**
Note: If at any stage, you get an "Out of Environment space" message, then please see the Allegro FAQ for how to fix this.
The procedure is different for Windows ME and later. If you're running Windows ME, you'll need to select "Run" off the start menu, then type in "msconfig". Select the environment tab. Add the lines inside vcvars32.bat in there by copy/pasting them. Reboot your computer for the changes to take effect.
If you're running Windows 2000/XP (NT?), then open Control Pannel, then the "System" applet, then the "Advanced" tab, and finally the "Environment" button. Add the environment variables as they are in vcvars32.bat. This has to be done manually (yes it's long and painful, please redirect all flames to firstname.lastname@example.org) You will need to log off and log back in for the changes to take effect.
Much like making Allegro, to configure AllegroGL for your compiler please run in the command prompt:
fix.bat msvc6 - for MSVC 6 and older fix.bat msvc7 - for MSVC 7 (.NET) and 7.1 (.NET 2003) fix.bat msvc8 - for MSVC 8 (.NET 2005)
Then type `make' to build the library in optimized mode, then `make install' to install the library and header files in your MSVC directory.
For a debugging version, add `DEBUGMODE=1', to the last two command lines.
To link against a static runtime libraries, rather than the default dynamic runtime libraries, add STATICRUNTIME=1, to the last two command lines.
To link aginst a static version of allegro, add STATICLINK=1, to the last two command lines.
If you are using Mingw for GNU make, then you may need to run `mingw32-make' instead of `make'.
Unzip the archive files MesaLib-4.0.zip wherever you want. Unzip AllegroGL
Create the environment variable MESADIR which defines the Mesa sources path : set MESADIR=xxx where 'xxx' is the path to the Mesa root directory
Go to the root directory of AllegroGL type 'fix djgpp' (without quotes) followed by 'make'. The GL, GLU and AllegroGL libraries are built. Finally type 'make install' to install the library
You're done! You can now use AllegroGL on DOS. Try the example demos...
For a debug build, do the same but write `DEBUGMODE=1' on each of the command lines.
Note that you can also build :
For a debug build, add `DEBUGMODE=1' on `make' and `make install' calls, for example, `make DEBUGMODE=1' and `sudo make install DEBUGMODE=1'.
The quick start guide and the FAQ are included in the distribution in the root directory.
The web site has introductory information, system requirements, downloads, and Allegro patches, along with an online version of the reference manual.
mailing list: email@example.com
All the developers are on this mailing list, and most of the discussion here is about future development and bug fixing. General questions about using the library make a welcome change from the hard work of development, so newcomers are very welcome! If you're not subscribed to the list, make this clear when you post, so that people can Cc: their replies to you.
-- The AllegroGL team