How easy would it be to implement OGL 3.0 in BMAX

BlitzMax Forums/BlitzMax OpenGL Programming/How easy would it be to implement OGL 3.0 in BMAX

Okay now I'm getting somewhere.

In the pub.glew.mod module, ie glew.bmx, you see the same kind of code which is output from the glew2bmx.bmx program - but not all of it. As per the instructions in that program, it starts after the glViewport definition from gl1.1:
Function glViewport(x_:Int,y_:Int,width_:Int,height_:Int) 'does not appear

Global GL_VERSION_1_1:Byte="__GLEW_VERSION_1_1" 'appears as the first line

So it appears that you run glew2bmx.bmx, then cut and paste the output window's text from just after the glViewport function, down to the bottom (not including program finished messages), and paste it into/replace the definitions in glew.bmx