<commit_before>#ifndef    __FTGL__
#define    __FTGL__

// To include debug memory manager by <NAME> (<EMAIL>)
// http://www.FluidStudios.com/publications.html
// Get this code and use it. It will open your eyes:)
// #define FTGL_DEBUG

typedef double   FTGL_DOUBLE;
typedef float    FTGL_FLOAT;

#ifdef WIN32

    // Under windows avoid including <windows.h> is overrated. 
  // Sure, it can be avoided and "name space pollution" can be
  // avoided, but why? It really doesn't make that much difference
  // these days.
    #define  WIN32_LEAN_AND_MEAN
    #include <windows.h>

    #ifndef __gl_h_
        #include <GL/gl.h>
        #include <GL/glu.h>
    #endif

#else

    // Non windows platforms - don't require nonsense as seen above :-)    
    #ifndef __gl_h_
        #ifdef __APPLE_CC__
            #include <OpenGL/gl.h>
            #include <OpenGL/glu.h>
        #else
      #include <GL/gl.h>
      #include <GL/glu.h>
        #endif                

    #endif

    // Required for compatibility with glext.h style function definitions of 
    // OpenGL extensions, such as in src/osg/Point.cpp.
    #ifndef APIENTRY
        #define APIENTRY
    #endif
#endif

// Compiler-specific conditional compilation
#ifdef _MSC_VER // MS Visual C++ 

  // Disable various warning.
  // 4786: template name too long
  #pragma warning( disable : 4251 )
  #pragma warning( disable : 4275 )
  #pragma warning( disable : 4786 )

  // Disable the usual'function ... not inlined' triggered by /W4
  #pragma warning( disable : 4710 )
<commit_msg>FIX: disable vector fonts (were depending on glu) if FTGL_DO_NOT_USE_VECTORISER is set<commit_after>#ifndef    __FTGL__
#define    __FTGL__

// To include debug memory manager by <NAME> (<EMAIL>)
// http://www.FluidStudios.com/publications.html
// Get this code and use it. It will open your eyes:)
// #define FTGL_DEBUG

typedef double   FTGL_DOUBLE;
typedef float    FTGL_FLOAT;

#ifdef WIN32

    // Under windows avoid including <windows.h> is overrated. 
  // Sure, it can be avoided and "name space pollution" can be
  // avoided, but why? It really doesn't make that much difference
  // these days.
    #define  WIN32_LEAN_AND_MEAN
    #include <windows.h>

    #ifndef __gl_h_
        #include <GL/gl.h>
        #ifndef FTGL_DO_NO_USE_VECTORISER
          #include <GL/glu.h>
        #endif
    #endif

#else

    // Non windows platforms - don't require nonsense as seen above :-)    
    #ifndef __gl_h_
        #ifdef __APPLE_CC__
            #include <OpenGL/gl.h>
            #ifndef FTGL_DO_NO_USE_VECTORISER
              #include <OpenGL/glu.h>
            #endif
        #else
          #include <GL/gl.h>
          #ifndef FTGL_DO_NO_USE_VECTORISER
            #include <GL/glu.h>
          #endif
        #endif                

    #endif

    // Required for compatibility with glext.h style function definitions of 
    // OpenGL extensions, such as in src/osg/Point.cpp.
    #ifndef APIENTRY
        #define APIENTRY
    #endif
#endif

// Compiler-specific conditional compilation
#ifdef _MSC_VER // MS Visual C++ 

  // Disable various warning.
  // 4786: template name too long
  #pragma warning( disable : 4251 )
  #pragma warning( disable : 4275 )
  #pragma warning( disable : 4786 )

  // Disable the usual'function ... not inlined' triggered by /W4
  #pragma warning( disable : 4710 )

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