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Forward from mjk:  Nate Robins has completed a GLUT Win32 port basedon GLUT 3.3.  I'm including Nate's README below so that users of themain GLUT distribution can understand the issues relating to Nate'sWin32 version of GLUT.  Kudos to Nate for his contribution.==============================================================================			GLUT for Win32 README			---------------------VERSION/INFO:	This is GLUT for Win32 version 3.5 as of July 16th 1997.	See the COPYRIGHT section for distribution and copyright notices.	Send all bug reports/questions to Nate Robins (ndr@pobox.com).	For information about GLUT for Win32 see the web page:	www.pobox.com/~ndr/glut.html or subscribe to the mailing list:        mail to majordomo@perp.com with "subscribe glut-win32" in the        body of the message.	For general information about GLUT, see the GLUT web page:	http://reality.sgi.com/mjk_asd/glut3/glut3.html	There are two versions of the library.  One for use with the        Microsoft implementation of OpenGL (opengl32) and one for use        with the SGI implementation of OpenGL (opengl).  The trailing        '32' indicates a Microsoft implementation.  Therefore, if you        are using opengl32.dll, use glut32.dll and if you are using        opengl.dll use glut.dll.COMPILING/INSTALLATION:	o  Precompiled versions of the DLL and import library can be	   found on the GLUT for Win32 web page mentioned above.	o  Edit the glutwin32.mak file to reflect your system configuration	   (see the glutwin32.mak file for more information).	o  Type "glutmake" to make everything.  Try "glutmake clean" to           delete all intermediate files, and "glutmake clobber" to           delete all intermediate files and executables.  The build	   system will automatically install everything in the places	   specified in the glutwin32.mak file.BORLAND NOTES:	From what I understand, Borland supplies a utility that        converts Microsoft Visual C++ .libs into Borland compatible        files.  Therefore, the best method for Borland users is        probably to get the precompiled versions of the library and        convert the library.MISC NOTES:	o  Overlay support is currently not implemented.  I _had_ it           implemented, but Microsoft has such LAME fluidity in its           header files from version to version that I've decided it           is easier just to wait for everything to settle down and           (hopefully) vendors to provide better support for overlays.	o  To customize the windows icon, you can use the resource name	   GLUT_ICON.  For example, create an icon named "glut.ico", and	   create a file called glut.rc that contains the following:	   GLUT_ICON ICON glut.ico	   then compile the glut.rc file with the following:	   rc /r glut           and link the resulting glut.res file into your executable           (just like you would an object file).IMPLEMENTATION DEPENDENT DIFFERENCES:	There are a few differences between the Win32 version of GLUT        and the X11 version of GLUT.  Those are outlined here.  Note        that MOST of these differences are allowed by the GLUT        specification.  Bugs and unsupported features are outlined in        the UNSUPPORTED/BUGS section.	o  glutInit:            The following command line options have no meaning (and are           ignored) in GLUT for Win32:	   -display, -indirect, -direct, -sync.	o  glutInitWindowSize, glutReshapeWindow:           Win32 imposes a minimum width on top-level windows.  I           believe this is to prevent the window decorations (close,           minimize, maximize & system menu buttons) from           colliding (but in my opinion it is a really lame           restriction).  Therefore, a (top-level) window cannot           be created whose width is smaller than the minimum           (somewhere around 100 pixels).	o  glutInitWindowPosition, glutPositionWindow:	   Win32 has two different coordinate systems for windows.           One is in terms of client space and the other is the whole           window space (including the decorations).  If you           glutPositionWindow(0, 0), GLUT for Win32 will place the           window CLIENT area at 0, 0.  This will cause the window           decorations (title bar and left edge) to be OFF-SCREEN, but           it gives the user the most flexibility in positioning.           HOWEVER, if the user specifies glutInitWindowPosition(0, 0),           the window is placed relative to window space at 0, 0.           This will cause the window to be opened in the upper left           corner with all the decorations showing.  This behaviour is           acceptable under the current GLUT specification.	o  glutSetIconTitle, glutSetWindowTitle: 	   There is no separation between Icon title and Window title           in Win32.  Therefore, changing the icon title will change           the window title and vice-versa.  This could be worked around	   by saving the icon and window titles and changing the window           title when the state of the window is changed.	o  glutSetCursor:	   As indicated in the GLUT specification, cursors may be           different on different platforms.  This is the case in GLUT           for Win32.  For the most part, the cursors will match the           meaning, but not necessarily the shape.  Notable exceptions           are the GLUT_CURSOR_INFO & GLUT_CURSOR_SPRAY which use the           crosshair cursor and the GLUT_CURSOR_CYCLE which uses the           'no' or 'destroy' cursor in Win32.	o  glutVisibilityFunc: 	   Win32 seems to be unable to determine if a window is fully           obscured.  Therefore, the visibility of a GLUT window is           only reflected by its Iconic, Hidden or Shown state.  That           is, even if a window is fully obscured, in GLUT for Win32,           it is still "visible".	o  glutEntryFunc:            Window Focus is handled differently in Win32 and X.           Specifically, the "window manager" in Win32 uses a "click to           focus" policy.  That is, in order for a window to receive           focus, a mouse button must be clicked in it.  Likewise, in           order for a window to loose focus, a mouse button must be           clicked outside the window (or in another window).           Therefore, the Enter and Leave notification provided by GLUT           may behave differently in the Win32 and in X11 versions.           There is a viable workaround for this.  A program called           "Tweak UI" is provided by Microsoft which can be used to           change the focus policy in Win32 to "focus follows mouse".           It is available from the Microsoft Web Pages:	   http://www.microsoft.com/windows/software/PowerToy.htm	o  glutCopyColormap:	   GLUT for Win32 always copies the colormap.  There is never           any sharing of colormaps.  This is probably okay, since	   Win32 merges the logical palette and the physical palette	   anyway, so even if there are two windows with totally	   different colors in their colormaps, Win32 will find a	   (hopefully) good match between them.	o  glutIdleFunc + menus:	   The glut idle function will NOT be called when a menu is           active.  This causes all animation to stop when a menu is           active (in general, this is probably okay).  Timer           functions will still fire, however.  If the timer callback           draws into the rendering context, the drawing will not show           up until after the menu has finished, though.UNSUPPORTED/BUGS:	o  glutAttachMenu:	   Win32 only likes to work with left and right mouse buttons.           Especially so with popup menus.  Therefore, when attaching           the menu to the middle mouse button, the LEFT mouse button           must be used to select from the menu (c'mon Microsoft -	   can't you do more than 2 buttons?).	o  glutSpaceball*, glutButtonBox*, glutTablet*, glutDials*:	   None of the special input devices are supported at this           time.	o  When resizing or moving a GLUT for Win32 window, no updating           is performed.  This causes the window to leave "tracks" on           the screen when getting bigger or when previously obscured           parts are being revealed.  I put in a bit of a kludgy           workaround for those that absolutely can't have the weird           lines.  The reshape callback is called multiple times for           reshapes.  Therefore, in the reshape callback, some drawing           can be done.	o  The video resizing capabilities of GLUT 3.3+ for X11 is           currently unimplemented (this is probably ok, since it           really isn't part of the spec until 4.0).  I doubt that           this will ever be part of GLUT for Win32, since there is no           hardware to support it.  A hack could simply change the           resolution of the desktop.CHANGES/FIXES:	(May 22, '97)	o  Menus don't work under Windows 95	x  Fixed!  Added a unique identifier to each menu item, and a            search function to grab a menu item given the unique identifier.	(May 21, '97)	o  A few minor bug fixes here and there.	x  Thanks to Bruce Silberman and Chris Vale for their help with           this.  We now have a DLL!	(Apr 25, '97)	o  DLL version of the library is coming (as soon as I figure out	   how to do it -- if you know, let me know).	x  Thanks to Bruce Silberman and Chris Vale for their help with           this.  We now have a DLL!	(Apr 24, '97)	x  Added returns to KEY_DOWN etc messages so that the F10 key           doesn't toggle the system menu anymore.	(Apr 7, '97)	o  Palette is incorrect for modes other than TrueColor.	x  Fixed this by forcing a default palette in modes that aren't	   Truecolor in order to 'simulate' it.  The applications           program shouldn't have to do this IMHO, but I guess we           can't argue with Microsoft (well, we can, but what good           will it do?).	(Apr 2, '97)	x  Added glut.ide file for Borland users.	(Apr 2, '97)	x  Fixed a bug in the WM_QUERYNEWPALETTE message.  Wasn't           checking for a null colormap, then de-ref'd it.  Oops.	(Mar 13, '97)	o  glutTimerFunc: 	   Currently, GLUT for Win32 programs busy waits when there is           an outstanding timer event (i.e., there is no select()           call).  I haven't found this to be a problem, but I plan to           fix it just because I can't bear the thought of a busy wait.	x  Added a timer event and a wait in the main loop.  This fixes

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