I still can't get OpenGL to work with SFML.....
At the simplest level, all you have to do is create an SFML window like you normally would and then make OpenGL calls and call Display() on the SFML window to display it.
Just make sure you are linking to and including the OpenGL library since you will be calling it directly.
Here is an simple example (based on the SFML 1.6 Xcode template) that uses SFML to create a window, clears the screen w/ OpenGL (makes it red), and then displays it by calling Display() on the SFML window. Note that instead of using sf::RenderWindow.Clear() like you normally would I'm using 2 calls directly to OpenGL to do the same thing. glClearColor sets the color you want and glClear actually calls it.
#include <SFML/Graphics.hpp>
#include <OpenGL/OpenGL.h>
int main()
{
// Create main window
sf::RenderWindow App(sf::VideoMode(640, 480), "SFML Test w/ OpenGL calls");
glClearColor(255, 0, 0, 255);
// Start game loop
while (App.IsOpened())
{
// Process events
sf::Event Event;
while (App.GetEvent(Event))
{
// Close window : exit
if (Event.Type == sf::Event::Closed)
App.Close();
}
// Clear screen
//App.Clear();
glClear(GL_COLOR_BUFFER_BIT);
// Finally, display the rendered frame on screen
App.Display();
}
return EXIT_SUCCESS;
}
I simply commented out App.Clear() but left it in there so you could see that I am literally just replacing the SFML drawing calls with OpenGL ones.
If you can get that far you can start plugging in stuff from various OpenGL tutorials and do more interesting things than simply making the screen different colors.