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Edit:-

How do I implement GLEW (or OpenGL extension libraries) within Unity?

Original Question:-

I've recently been looking into some really nice features of OpenGL 3.2 that I want to take advantage of in the development of a tech demo. One example being Geometry Shaders and Tessellation: now I know that OSX 10.8 already implements OpenGL 3.2 but not all of the functionality has been exposed, that is where GLEW comes in.

GLEW is a C/C++ extension... I have very limited C/C++ knowledge, would anyone be able to run through (in layman's terms) how to get GLEW working along side my C# Unity project.

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    \$\begingroup\$ Nothing in your question refers to unity except the headline and tag. Are you trying to combine unity and glew somehow? \$\endgroup\$ Jan 25, 2013 at 12:23
  • \$\begingroup\$ This is all very fuzzy. Are you programming in C++? For OSX? Also, "how to get started" questions are not allowed here (check the faq), so you'll need to rephrase this title to turn it to a real, answerable, question. \$\endgroup\$ Jan 25, 2013 at 12:24
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    \$\begingroup\$ You don't need GLEW (or any extension library) on MacOSX. Apple's OpenGL implementation already exports all the symbols. \$\endgroup\$
    – ccxvii
    Jan 25, 2013 at 13:25
  • \$\begingroup\$ Sorry, was terribly worded I've edited the question. @ccxvii Do you think it's more a case of Unity not exposing this functionality in that case? \$\endgroup\$ Jan 25, 2013 at 15:14

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Unity is a higher level rendering engine which doesn't necessarily even use OpenGL for its rendering. (The default on Windows is DirectX, as far as I know.) But even if it did, extensions aren't usually things you can just 'switch on' and have it affect the rest of the system - the system usually has to be built in such a way as to make use of the extensions. So really you need to check which features Unity supports, without reference to OpenGL specifically.

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  • \$\begingroup\$ Answers my question perfectly. Guess I might have to build my own engine \$\endgroup\$ Jan 26, 2013 at 9:17

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