Maybe it's just me, but your explanation and example makes no sense to me at all. Could you demonstrate a case where this would be preferable over GLEW?
In fact, this looks more difficult to use than loading the extensions yourself using the WGL API.
It's certainly not more difficult, because essentially that's what it is. Like I said it's for those who want to write their own library without writing thousands of function names and types over and over. So essentially a thousand lines of code becomes one, but you have still written the code yourself. Another way of putting it is the headers are basically a list. A list that can be parsed easily by a compile though. A case in which this would be better is a project I'm working on myself. It uses only OpenGL versions 1.2 1.5 2.0 and a few extensions. Using GLEW I would be wasting global memory on function pointers I would never use.
Edited:
No offense man, but that looks like some spaghetti code. You have #defines that include files rely on in the application itself, you're #including stuff in the body of functions, it bundles the OpenGL headers, and it uses backlashes in #includes, which breaks on most OSes.
As for the actual design, you claim it to be lighter weight at the expense of usability, which is pretty much the dealbreaker as far as I'm concerned, and 'possibly faster' than GLEW. Now, when you say usability, you're not just talking about APIs. You're actually talking about making spaghetti code in the example programs.
GLEW also generates its whole extension init system and variable names at build-time. Yours kind of does the same thing, but it's a maintenence nightmare by the looks of it.
I'd say the worst thing about this is that it's not a library. It's a bunch of headers, that are designed to generate TONS of code.
No offense taken, thanks for the feedback. Backslashes aren't really a problem because you can move the headers around so there are none. I understand that usability is a big factor and it's definitely only worth it if you have a working knowledge of the extension system. I've always defined spaghetti-code to be code that looks unreadable probably due to spacing or odd looking code, and while the example code does contain strange use of #includes it ends up being still readable imo. For my purposes it's worth it in the end, but your complaints are understandable, thanks again.