This has been bugging me for quite some time, SFML does not have it's own variant of glGetProcAddress(), which can be really annoying at times, especially when coding minimal applications that greatly depend on the use of OpenGL extensions.
As far as I remember SDL has it's own glGetProcAddress(), and it's just a macro hack really, my game engine has its own I wrote nothing hard at all, putting this somewhere in the source, such as inside a Tools.hpp file or something could clean up 9% of SFML's platforms specific glX() and wgl() calls to get proc addresses from GL.
Pasted below is my version of a simple work around for this, note other platforms that come and go, just need their own #ifdef #endif
#ifdef WIN32
#define glGetProcAddress(a) wglGetProcAddress(a)
#endif
#ifdef X11
#define glGetProcAddress(a) glXGetProcAddress((const uchar*)a)
#endif
Now for those whoa re wondering about the cast, it has to be done like this because of the way X11 expects it's arguments, do note that uchar ( is a unsigned char ) I have all unsiged types typedefed in my code, because it gets repetitive writing things like:
const unsigned long:
Which would be cool if SFML did for you to, it'll make programming things for beginners a heck of a lot simpler, since they don't have to manually typedef things, note even OpenGL has it's own types, why can't SFML not?