# SFML 2.4 nuklear backend

This backend provides support for [SFML 2.4](http://www.sfml-dev.org). It will work on all platforms supported by SFML.

## Compiling

This backend uses Glad to handle OpenGL extensions. You can download the Glad files used to test this backend from [this link](http://glad.dav1d.de/#profile=compatibility&api=gl%3D3.2&api=gles1%3Dnone&api=gles2%3D3.2&api=glsc2%3Dnone&extensions=GL_3DFX_multisample&extensions=GL_3DFX_tbuffer&extensions=GL_3DFX_texture_compression_FXT1&extensions=GL_AMD_blend_minmax_factor&extensions=GL_AMD_compressed_3DC_texture&extensions=GL_AMD_compressed_ATC_texture&extensions=GL_AMD_conservative_depth&extensions=GL_AMD_debug_output&extensions=GL_AMD_depth_clamp_separate&extensions=GL_AMD_draw_buffers_blend&extensions=GL_AMD_gcn_shader&extensions=GL_AMD_gpu_shader_half_float&extensions=GL_AMD_gpu_shader_int64&extensions=GL_AMD_interleaved_elements&extensions=GL_AMD_multi_draw_indirect&extensions=GL_AMD_name_gen_delete&extensions=GL_AMD_occlusion_query_event&extensions=GL_AMD_performance_monitor&extensions=GL_AMD_pinned_memory&extensions=GL_AMD_program_binary_Z400&extensions=GL_AMD_query_buffer_object&extensions=GL_AMD_sample_positions&extensions=GL_AMD_seamless_cubemap_per_texture&extensions=GL_AMD_shader_atomic_counter_ops&extensions=GL_AMD_shader_ballot&extensions=GL_AMD_shader_explicit_vertex_parameter&extensions=GL_AMD_shader_stencil_export&extensions=GL_AMD_shader_trinary_minmax&extensions=GL_AMD_sparse_texture&extensions=GL_AMD_stencil_operation_extended&extensions=GL_AMD_texture_texture4&extensions=GL_AMD_transform_feedback3_lines_triangles&extensions=GL_AMD_transform_feedback4&extensions=GL_AMD_vertex_shader_layer&extensions=GL_AMD_vertex_shader_tessellator&extensions=GL_AMD_vertex_shader_viewport_index&extensions=GL_ANDROID_extension_pack_es31a&extensions=GL_ANGLE_depth_texture&extensions=GL_ANGLE_framebuffer_blit&extensions=GL_ANGLE_framebuffer_multisample&extensions=GL_ANGLE_instanced_arrays&extensions=GL_ANGLE_pack_reverse_row_order&extensions=GL_ANGLE_program_binary&extensions=GL_ANGLE_texture_compression_dxt3&extensions=GL_ANGLE_texture_compression_dxt5&extensions=GL_ANGLE_texture_usage&extensions=GL_ANGLE_translated_shader_source&extensions=GL_APPLE_aux_depth_stencil&extensions=GL_APPLE_client_storage&extensions=GL_APPLE_clip_distance&extensions=GL_APPLE_color_buffer_packed_float&extensions=GL_APPLE_copy_texture_levels&extensions=GL_APPLE_element_array&extensions=GL_APPLE_fence&extensions=GL_APPLE_float_pixels&extensions=GL_APPLE_flush_buffer_range&extensions=GL_APPLE_framebuffer_multisample&extensions=GL_APPLE_object_purgeable&extensions=GL_APPLE_rgb_422&extensions=GL_APPLE_row_bytes&extensions=GL_APPLE_specular_vector&extensions=GL_APPLE_sync&extensions=GL_APPLE_texture_format_BGRA8888&extensions=GL_APPLE_texture_max_level&extensions=GL_APPLE_texture_packed_float&extensions=GL_APPLE_texture_range&extensions=GL_APPLE_transform_hint&extensions=GL_APPLE_vertex_array_object&extensions=GL_APPLE_vertex_array_range&extensions=GL_APPLE_vertex_program_evaluators&extensions=GL_APPLE_ycbcr_422&extensions=GL_ARB_ES2_compatibility&extensions=GL_ARB_ES3_1_compatibility&extensions=GL_ARB_ES3_2_compatibility&extensions=GL_ARB_ES3_compatibility&extensions=GL_ARB_arrays_of_arrays&extensions=GL_ARB_base_instance&extensions=GL_ARB_bindless_texture&extensions=GL_ARB_blend_func_extended&extensions=GL_ARB_buffer_storage&extensions=GL_ARB_cl_event&extensions=GL_ARB_clear_buffer_object&extensions=GL_ARB_clear_texture&extensions=GL_ARB_clip_control&extensions=GL_ARB_color_buffer_float&extensions=GL_ARB_compatibility&extensions=GL_ARB_compressed_texture_pixel_storage&extensions=GL_ARB_compute_shader&extensions=GL_ARB_compute_variable_group_size&extensions=GL_ARB_conditional_render_inverted&extensions=GL_ARB_conservative_depth&extensions=GL_ARB_copy_buffer&extensions=GL_ARB_copy_image&extensions=GL_ARB_cull_distance&extensions=GL_ARB_debug_output&extensions=GL_ARB_depth_buffer_float&extensions=GL_ARB_depth_clamp&extensions=GL_ARB_depth_texture&extensions=GL_ARB_derivative_control&extensions=GL_ARB_direct_state_access&extensions=GL_ARB_draw_buffers&extensions=GL_ARB_draw_buffers_blend&extensions=GL_ARB_draw_elements_base_vertex&extensions=GL_ARB_draw_indirect&extensions=GL_ARB_draw_instanced&extensions=GL_ARB_enhanced_layouts&extensions=GL_ARB_explicit_attrib_location&extensions=GL_ARB_explicit_uniform_location&extensions=GL_ARB_fragment_coord_conventions&extensions=GL_ARB_fragment_layer_viewport&extensions=GL_ARB_fragment_program&extensions=GL_ARB_fragment_program_shadow&extensions=GL_ARB_fragment_shader&extensions=GL_ARB_fragment_shader_interlock&extensions=GL_ARB_framebuffer_no_attachments&extensions=GL_ARB_framebuffer_object&extensions=GL_ARB_framebuffer_sRGB&extensions=GL_ARB_geometry_shader4&extensions=GL_ARB_get_program_binary&extensions=GL_ARB_get_texture_sub_image&extensions=GL_ARB_gpu_shader5&extensions=GL_ARB_gpu_shader_fp64&extensions=GL_ARB_gpu_shader_int64&extensions=GL_ARB_half_float_pixel&extensions=GL_ARB_half_float_vertex&extensions=GL_ARB_imaging&extensions=GL_ARB_indirect_parameters&extensions=GL_ARB_instanced_arrays&extensions=GL_ARB_internalformat_query&extensions=GL_ARB_internalformat_query2&extensions=GL_ARB_invalidate_subdata&extensions=GL_ARB_map_buffer_alignment&extensions=GL_ARB_map_buffer_range&extensions=GL_ARB_matrix_palette&extensions=GL_ARB_multi_bind&extensions=GL_ARB_multi_draw_indirect&extensions=GL_ARB_multisample&extensions=GL_ARB_multitexture&extensions=GL_ARB_occlusion_query&extensions=GL_ARB_occlusion_query2&extensions=GL_ARB_parallel_shader_compile&extensions=GL_ARB_pipeline_statistics_query&extensions=GL_ARB_pixel_buffer_object&extensions=GL_ARB_point_parameters&extensions=GL_ARB_point_sprite&extensions=GL_ARB_post_depth_coverage&extensions=GL_ARB_program_interface_query&extensions=GL_ARB_provoking_vertex&extensions=GL_ARB_query_buffer_object&extensions=GL_ARB_robust_buffer_access_behavior&extensions=GL_ARB_robustness&extensions=GL_ARB_robustness_isolation&extensions=GL_ARB_sample_locations&extensions=GL_ARB_sample_shading&extensions=GL_ARB_sampler_objects&extensions=GL_ARB_seamless_cube_map&extensions=GL_ARB_seamless_cubemap_per_texture&extensions=GL_ARB_separate_shader_objects&extensions=GL_ARB_shader_atomic_counter_ops&extensions=GL_ARB_shader_atomic_counters&extensions=GL_ARB_shader_ballot&extensions=GL_ARB_shader_bit_encoding&extensions=GL_ARB_shader_clock&extensions=GL_ARB_shader_draw_parameters&extensions=GL_ARB_shader_group_vote&extensions=GL_ARB_shader_image_load_store&extensions=GL_ARB_shader_image_size&extensions=GL_ARB_shader_objects&extensions=GL_ARB_shader_precision&extensions=GL_ARB_shader_stencil_export&extensions=GL_ARB_shader_storage_buffer_object&extensions=GL_ARB_shader_subroutine&extensions=GL_ARB_shader_texture_image_samples&extensions=GL_ARB_shader_texture_lod&extensions=GL_ARB_shader_viewport_layer_array&extensions=GL_ARB_shading_language_100&extensions=GL_ARB_shading_language_420pack&extensions=GL_ARB_shading_language_include&extensions=GL_ARB_shading_language_packing&extensions=GL_ARB_shadow&extensions=GL_ARB_shadow_ambient&extensions=GL_ARB_sparse_buffer&extensions=GL_ARB_sparse_texture&extensions=GL_ARB_sparse_texture2&extensions=GL_ARB_sparse_texture_clamp&extensions=GL_ARB_stencil_texturing&extensions=GL_ARB_sync&extensions=GL_ARB_tessellation_shader&extensions=GL_ARB_texture_barrier&extensions=GL_ARB_texture_border_clamp&extensions=GL_ARB_texture_buffer_object&extensions=GL_ARB_texture_buffer_object_rgb32&extensions=GL_ARB_texture_buffer_range&extensions=GL_ARB_texture_compression&extensions=GL_ARB_texture_compression_bptc&extensions=GL_ARB_texture_compression_rgtc&extensions=GL_ARB_texture_cube_map&extensions=GL_ARB_texture_cube_map_array&extensions=GL_ARB_texture_env_add&extensions=GL_ARB_texture_env_combine&extensions=GL_ARB_texture_env_crossbar&extensions=GL_ARB_texture_env_dot3&extensions=GL_ARB_texture_filter_minmax&extensions=GL_ARB_texture_float&extensions=GL_ARB_texture_gather&extensions=GL_ARB_texture_mirror_clamp_to_edge&extensions=GL_ARB_texture_mirrored_repeat&extensions=GL_ARB_texture_multisample&extensions=GL_ARB_texture_non_power_of_two&extensions=GL_ARB_texture_query_levels&extensions=GL_ARB_texture_query_lod&extensions=GL_ARB_texture_rectangle&extensions=GL_ARB_texture_rg&extensions=GL_ARB_texture_rgb10_a2ui&extensions=GL_ARB_texture_stencil8&extensions=GL_ARB_texture_storage&extensions=GL_ARB_texture_storage_multisample&extensions=GL_ARB_texture_swizzle&extensions=GL_ARB_texture_view&extensions=GL_ARB_timer_query&extensions=GL_ARB_transform_feedback2&extensions=GL_ARB_transform_feedback3&extensions=GL_ARB_transform_feedback_instanced&extensions=GL_ARB_transform_feedback_overflow_query&extensions=GL_ARB_transpose_matrix&extensions=GL_ARB_uniform_buffer_object&extensions=GL_ARB_vertex_array_bgra&extensions=GL_ARB_vertex_array_object&extensions=GL_ARB_vertex_attrib_64bit&extensions=GL_ARB_vertex_attrib_binding&extensions=GL_ARB_vertex_blend&extensions=GL_ARB_vertex_buffer_object&extensions=GL_ARB_vertex_program&extensions=GL_ARB_vertex_shader&extensions=GL_ARB_vertex_type_10f_11f_11f_rev&extensions=GL_ARB_vertex_type_2_10_10_10_rev&extensions=GL_ARB_viewport_array&extensions=GL_ARB_window_pos&extensions=GL_ARM_mali_program_binary&extensions=GL_ARM_mali_shader_binary&extensions=GL_ARM_rgba8&extensions=GL_ARM_shader_framebuffer_fetch&extensions=GL_ARM_shader_framebuffer_fetch_depth_stencil&extensions=GL_ATI_draw_buffers&extensions=GL_ATI_element_array&extensions=GL_ATI_envmap_bumpmap&extensions=GL_ATI_fragment_shader&extensions=GL_ATI_map_object_buffer&extensions=GL_ATI_meminfo&extensions=GL_ATI_pixel_format_float&extensions=GL_ATI_pn_triangles&extensions=GL_ATI_separate_stencil&extensions=GL_ATI_text_fragment_shader&extensions=GL_ATI_texture_env_combine3&extensions=GL_ATI_texture_float&extensions=GL_ATI_texture_mirror_once&extensions=GL_ATI_vertex_array_object&extensions=GL_ATI_vertex_attrib_array_object&extensions=GL_ATI_vertex_streams&extensions=GL_DMP_program_binary&extensions=GL_DMP_shader_binary&extensions=GL_EXT_422_pixels&extensions=GL_EXT_YUV_target&extensions=GL_EXT_abgr&extensions=GL_EXT_base_instance&extensions=GL_EXT_bgra&extensions=GL_EXT_bindable_uniform&extensions=GL_EXT_blend_color&extensions=GL_EXT_blend_equation_separate&extensions=GL_EXT_blend_func_extended&extensions=GL_EXT_blend_func_separate&extensions=GL_EXT_blend_logic_op&extensions=GL_EXT_blend_minmax&extensions=GL_EXT_blend_subtract&extensions=GL_EXT_buffer_storage&extensions=GL_EXT_clear_texture&extensions=GL_EXT_clip_cull_distance&extensions=GL_EXT_clip_volume_hint&extensions=GL_EXT_cmyka&extensions=GL_EXT_color_buffer_float&extensions=GL_EXT_color_buffer_half_float&extensions=GL_EXT_color_subtable&extensions=GL_EXT_compiled_vertex_array&extensions=GL_EXT_conservative_depth&extensions=GL_EXT_convolution&extensions=GL_EXT_coordinate_frame&extensions=GL_EXT_copy_image&extensions=GL_EXT_copy_texture&extensions=GL_EXT_cull_vertex&extensions=GL_EXT_debug_label&extensions=GL_EXT_debug_marker&extensions=GL_EXT_depth_bounds_test&extensions=GL_EXT_direct_state_access&extensions=GL_EXT_discard_framebuffer&extensions=GL_EXT_disjoint_timer_query&extensions=GL_EXT_draw_buffers&extensions=GL_EXT_draw_buffers2&extensions=GL_EXT_draw_buffers_indexed&extensions=GL_EXT_draw_elements_base_vertex&extensions=GL_EXT_draw_instanced&extensions=GL_EXT_draw_range_elements&extensions=GL_EXT_draw_transform_feedback&extensions=GL_EXT_float_blend&extensions=GL_EXT_fog_coord&extensions=GL_EXT_framebuffer_blit&extensions=GL_EXT_framebuffer_multisample&extensions=GL_EXT_framebuffer_multisample_blit_scaled&extensions=GL_EXT_framebuffer_object&extensions=GL_EXT_framebuffer_sRGB&extensions=GL_EXT_geometry_point_size&extensions=GL_EXT_geometry_shader&extensions=GL_EXT_geometry_shader4&extensions=GL_EXT_gpu_program_parameters&extensions=GL_EXT_gpu_shader4&extensions=GL_EXT_gpu_shader5&extensions=GL_EXT_histogram&extensions=GL_EXT_index_array_formats&extensions=GL_EXT_index_func&extensions=GL_EXT_index_material&extensions=GL_EXT_index_texture&extensions=GL_EXT_instanced_arrays&extensions=GL_EXT_light_texture&extensions=GL_EXT_map_buffer_range&extensions=GL_EXT_misc_attribute&extensions=GL_EXT_multi_draw_arrays&extensions=GL_EXT_multi_draw_indirect&extensions=GL_EXT_multisample&extensions=GL_EXT_multisampled_compatibility&extensions=GL_EXT_multisampled_render_to_texture&extensions=GL_EXT_multiview_draw_buffers&extensions=GL_EXT_occlusion_query_boolean&extensions=GL_EXT_packed_depth_stencil&extensions=GL_EXT_packed_float&extensions=GL_EXT_packed_pixels&extensions=GL_EXT_paletted_texture&extensions=GL_EXT_pixel_buffer_object&extensions=GL_EXT_pixel_transform&extensions=GL_EXT_pixel_transform_color_table&extensions=GL_EXT_point_parameters&extensions=GL_EXT_polygon_offset&extensions=GL_EXT_polygon_offset_clamp&extensions=GL_EXT_post_depth_coverage&extensions=GL_EXT_primitive_bounding_box&extensions=GL_EXT_protected_textures&extensions=GL_EXT_provoking_vertex&extensions=GL_EXT_pvrtc_sRGB&extensions=GL_EXT_raster_multisample&extensions=GL_EXT_read_format_bgra&extensions=GL_EXT_render_snorm&extensions=GL_EXT_rescale_normal&extensions=GL_EXT_robustness&extensions=GL_EXT_sRGB&extensions=GL_EXT_sRGB_write_control&extensions=GL_EXT_secondary_color&extensions=GL_EXT_separate_shader_objects&extensions=GL_EXT_separate_specular_color&extensions=GL_EXT_shader_framebuffer_fetch&extensions=GL_EXT_shader_group_vote&extensions=GL_EXT_shader_image_load_formatted&extensions=GL_EXT_shader_image_load_store&extensions=GL_EXT_shader_implicit_conversions&extensions=GL_EXT_shader_integer_mix&extensions=GL_EXT_shader_io_blocks&extensions=GL_EXT_shader_non_constant_global_initializers&extensions=GL_EXT_shader_pixel_local_storage&extensions=GL_EXT_shader_pixel_local_storage2&extensions=GL_EXT_shader_texture_lod&extensions=GL_EXT_shadow_funcs&extensions=GL_EXT_shadow_samplers&extensions=GL_EXT_shared_texture_palette&extensions=GL_EXT_sparse_texture&extensions=GL_EXT_sparse_texture2&extensions=GL_EXT_stencil_clear_tag&extensions=GL_EXT_stencil_two_side&extensions=GL_EXT_stencil_wrap&extensions=GL_EXT_subtexture&extensions=GL_EXT_tessellation_point_size&extensions=GL_EXT_tessellation_shader&extensions=GL_EXT_texture&extensions=GL_EXT_texture3D&extensions=GL_EXT_texture_array&extensions=GL_EXT_texture_border_clamp&extensions=GL_EXT_texture_buffer&extensions=GL_EXT_texture_buffer_object&extensions=GL_EXT_texture_compression_dxt1&extensions=GL_EXT_texture_compression_latc&extensions=GL_EXT_texture_compression_rgtc&extensions=GL_EXT_texture_compression_s3tc&extensions=GL_EXT_texture_cube_map&extensions=GL_EXT_texture_cube_map_array&extensions=GL_EXT_texture_env_add&extensions=GL_EXT_texture_env_combine&extensions=GL_EXT_texture_env_dot3&extensions=GL_EXT_texture_filter_anisotropic&extensions=GL_EXT_texture_filter_minmax&extensions=GL_EXT_texture_format_BGRA8888&extensions=GL_EXT_texture_integer&extensions=GL_EXT_texture_lod_bias&extensions=GL_EXT_texture_mirror_clamp&extensions=GL_EXT_texture_norm16&extensions=GL_EXT_texture_object&extensions=GL_EXT_texture_perturb_normal&extensions=GL_EXT_texture_rg&extensions=GL_EXT_texture_sRGB&extensions=GL_EXT_texture_sRGB_R8&extensions=GL_EXT_texture_sRGB_RG8&extensions=GL_EXT_texture_sRGB_decode&extensions=GL_EXT_texture_shared_exponent&extensions=GL_EXT_texture_snorm&extensions=GL_EXT_texture_storage&extensions=GL_EXT_texture_swizzle&extensions=GL_EXT_texture_type_2_10_10_10_REV&extensions=GL_EXT_texture_view&extensions=GL_EXT_timer_query&extensions=GL_EXT_transform_feedback&extensions=GL_EXT_unpack_subimage&extensions=GL_EXT_vertex_array&extensions=GL_EXT_vertex_array_bgra&extensions=GL_EXT_vertex_attrib_64bit&extensions=GL_EXT_vertex_shader&extensions=GL_EXT_vertex_weighting&extensions=GL_EXT_window_rectangles&extensions=GL_EXT_x11_sync_object&extensions=GL_FJ_shader_binary_GCCSO&extensions=GL_GREMEDY_frame_terminator&extensions=GL_GREMEDY_string_marker&extensions=GL_HP_convolution_border_modes&extensions=GL_HP_image_transform&extensions=GL_HP_occlusion_test&extensions=GL_HP_texture_lighting&extensions=GL_IBM_cull_vertex&extensions=GL_IBM_multimode_draw_arrays&extensions=GL_IBM_rasterpos_clip&extensions=GL_IBM_static_data&extensions=GL_IBM_texture_mirrored_repeat&extensions=GL_IBM_vertex_array_lists&extensions=GL_IMG_bindless_texture&extensions=GL_IMG_framebuffer_downsample&extensions=GL_IMG_multisampled_render_to_texture&extensions=GL_IMG_program_binary&extensions=GL_IMG_read_format&extensions=GL_IMG_shader_binary&extensions=GL_IMG_texture_compression_pvrtc&extensions=GL_IMG_texture_compression_pvrtc2&extensions=GL_IMG_texture_filter_cubic&extensions=GL_INGR_blend_func_separate&extensions=GL_INGR_color_clamp&extensions=GL_INGR_interlace_read&extensions=GL_INTEL_conservative_rasterization&extensions=GL_INTEL_fragment_shader_ordering&extensions=GL_INTEL_framebuffer_CMAA&extensions=GL_INTEL_map_texture&extensions=GL_INTEL_parallel_arrays&extensions=GL_INTEL_performance_query&extensions=GL_KHR_blend_equation_advanced&extensions=GL_KHR_blend_equation_advanced_coherent&extensions=GL_KHR_context_flush_control&extensions=GL_KHR_debug&extensions=GL_KHR_no_error&extensions=GL_KHR_robust_buffer_access_behavior&extensions=GL_KHR_robustness&extensions=GL_KHR_texture_compression_astc_hdr&extensions=GL_KHR_texture_compression_astc_ldr&extensions=GL_KHR_texture_compression_astc_sliced_3d&extensions=GL_MESAX_texture_stack&extensions=GL_MESA_pack_invert&extensions=GL_MESA_resize_buffers&extensions=GL_MESA_window_pos&extensions=GL_MESA_ycbcr_texture&extensions=GL_NVX_conditional_render&extensions=GL_NVX_gpu_memory_info&extensions=GL_NV_bindless_multi_draw_indirect&extensions=GL_NV_bindless_multi_draw_indirect_count&extensions=GL_NV_bindless_texture&extensions=GL_NV_blend_equation_advanced&extensions=GL_NV_blend_equation_advanced_coherent&extensions=GL_NV_blend_square&extensions=GL_NV_clip_space_w_scaling&extensions=GL_NV_command_list&extensions=GL_NV_compute_program5&extensions=GL_NV_conditional_render&extensions=GL_NV_conservative_raster&extensions=GL_NV_conservative_raster_dilate&extensions=GL_NV_conservative_raster_pre_snap_triangles&extensions=GL_NV_copy_buffer&extensions=GL_NV_copy_depth_to_color&extensions=GL_NV_copy_image&extensions=GL_NV_coverage_sample&extensions=GL_NV_deep_texture3D&extensions=GL_NV_depth_buffer_float&extensions=GL_NV_depth_clamp&extensions=GL_NV_depth_nonlinear&extensions=GL_NV_draw_buffers&extensions=GL_NV_draw_instanced&extensions=GL_NV_draw_texture&extensions=GL_NV_evaluators&extensions=GL_NV_explicit_attrib_location&extensions=GL_NV_explicit_multisample&extensions=GL_NV_fbo_color_attachments&extensions=GL_NV_fence&extensions=GL_NV_fill_rectangle&extensions=GL_NV_float_buffer&extensions=GL_NV_fog_distance&extensions=GL_NV_fragment_coverage_to_color&extensions=GL_NV_fragment_program&extensions=GL_NV_fragment_program2&extensions=GL_NV_fragment_program4&extensions=GL_NV_fragment_program_option&extensions=GL_NV_fragment_shader_interlock&extensions=GL_NV_framebuffer_blit&extensions=GL_NV_framebuffer_mixed_samples&extensions=GL_NV_framebuffer_multisample&extensions=GL_NV_framebuffer_multisample_coverage&extensions=GL_NV_generate_mipmap_sRGB&extensions=GL_NV_geometry_program4&extensions=GL_NV_geometry_shader4&extensions=GL_NV_geometry_shader_passthrough&extensions=GL_NV_gpu_program4&extensions=GL_NV_gpu_program5&extensions=GL_NV_gpu_program5_mem_extended&extensions=GL_NV_gpu_shader5&extensions=GL_NV_half_float&extensions=GL_NV_image_formats&extensions=GL_NV_instanced_arrays&extensions=GL_NV_internalformat_sample_query&extensions=GL_NV_light_max_exponent&extensions=GL_NV_multisample_coverage&extensions=GL_NV_multisample_filter_hint&extensions=GL_NV_non_square_matrices&extensions=GL_NV_occlusion_query&extensions=GL_NV_packed_depth_stencil&extensions=GL_NV_parameter_buffer_object&extensions=GL_NV_parameter_buffer_object2&extensions=GL_NV_path_rendering&extensions=GL_NV_path_rendering_shared_edge&extensions=GL_NV_pixel_data_range&extensions=GL_NV_point_sprite&extensions=GL_NV_polygon_mode&extensions=GL_NV_present_video&extensions=GL_NV_primitive_restart&extensions=GL_NV_read_buffer&extensions=GL_NV_read_buffer_front&extensio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nsions=GL_SGIS_sharpen_texture&extensions=GL_SGIS_texture4D&extensions=GL_SGIS_texture_border_clamp&extensions=GL_SGIS_texture_color_mask&extensions=GL_SGIS_texture_edge_clamp&extensions=GL_SGIS_texture_filter4&extensions=GL_SGIS_texture_lod&extensions=GL_SGIS_texture_select&extensions=GL_SGIX_async&extensions=GL_SGIX_async_histogram&extensions=GL_SGIX_async_pixel&extensions=GL_SGIX_blend_alpha_minmax&extensions=GL_SGIX_calligraphic_fragment&extensions=GL_SGIX_clipmap&extensions=GL_SGIX_convolution_accuracy&extensions=GL_SGIX_depth_pass_instrument&extensions=GL_SGIX_depth_texture&extensions=GL_SGIX_flush_raster&extensions=GL_SGIX_fog_offset&extensions=GL_SGIX_fragment_lighting&extensions=GL_SGIX_framezoom&extensions=GL_SGIX_igloo_interface&extensions=GL_SGIX_instruments&extensions=GL_SGIX_interlace&extensions=GL_SGIX_ir_instrument1&extensions=GL_SGIX_list_priority&extensions=GL_SGIX_pixel_texture&extensions=GL_SGIX_pixel_tiles&extensions=GL_SGIX_polynomial_ffd&extensions=GL_SGIX_reference_plane&extensions=GL_SGIX_resample&extensions=GL_SGIX_scalebias_hint&extensions=GL_SGIX_shadow&extensions=GL_SGIX_shadow_ambient&extensions=GL_SGIX_sprite&extensions=GL_SGIX_subsample&extensions=GL_SGIX_tag_sample_buffer&extensions=GL_SGIX_texture_add_env&extensions=GL_SGIX_texture_coordinate_clamp&extensions=GL_SGIX_texture_lod_bias&extensions=GL_SGIX_texture_multi_buffer&extensions=GL_SGIX_texture_scale_bias&extensions=GL_SGIX_vertex_preclip&extensions=GL_SGIX_ycrcb&extensions=GL_SGIX_ycrcb_subsample&extensions=GL_SGIX_ycrcba&extensions=GL_SGI_color_matrix&extensions=GL_SGI_color_table&extensions=GL_SGI_texture_color_table&extensions=GL_SUNX_constant_data&extensions=GL_SUN_convolution_border_modes&extensions=GL_SUN_global_alpha&extensions=GL_SUN_mesh_array&extensions=GL_SUN_slice_accum&extensions=GL_SUN_triangle_list&extensions=GL_SUN_vertex&extensions=GL_VIV_shader_binary&extensions=GL_WIN_phong_shading&extensions=GL_WIN_specular_fog&language=c&specification=gl&loader=on) or you can create your own loader by visiting the [Glad site](http://glad.dav1d.de/).

Once SFML and Glad have been installed on your system you have to edit the Makefile provided so that you can build the demo. There are two variables that need to be edited: SFML_DIR and GLAD_DIR. Make these point to your SFML root folder and Glad root folder respectively.

On Linux there is an extra step. You need to install the the udev development files.
