Comments (1)
I considered it and decided against it, the intended way to use glad is to download the files once and just drop them into your project. If you need to add an additional extension, just generate new files (e.g. using the "autofill" link) and replace your old ones.
Keeping the generated files is just too much effort for me, I don't want to "spam" my servers harddisk with ~50-100 folders/zips daily (which can sum up to ~50-75MiB). It also has the problem of people directly linking to these zips resulting in increased traffic for me (minor issue) and it may result in dead links once I need to start removing files or the server crashes/hdd faults.
All in all I don't see a big enough benefit, what would be your usecase, or what prevents you from integrating glad directly into your project?
from glad-web.
Related Issues (20)
- Generated code issues pedantic warnings with modern compilers HOT 1
- glad wgl generated online with --local-files differs from local HOT 1
- add emscripten support to the loader HOT 7
- add GL, GLES, GLSC enum member to gladGLversionStruct HOT 1
- Emscripten support HOT 1
- Permanent Link HOT 1
- `glMapBuffer` is missing from the OpenGL ES (2) header. HOT 3
- 500 Internal Server Error on generating gles2 HOT 4
- what is the documntation setup for glad? HOT 1
- What license should I distribute this? HOT 1
- Date is ahead of current system time HOT 13
- new vulkan loader? HOT 1
- WGL Undefined References HOT 1
- wgl identifier undefined
- mx global causes an error and overall bad UX on website
- Glad header for different GL version or platform HOT 2
- executing my code gives symbol lookup error undefined symbol: glad_glGenTextures HOT 1
- Add support for OpenGL in Rust. HOT 4
- Add Nim support HOT 2
- Can't omit khrplatform? HOT 1
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from glad-web.