So... yeah... adding void(0) would fix it... but I can't edit the title.
If you want to try it manually, run it in the console. After loading (takes a few seconds) you should see Clippy in your lower-right, and he'll animate after random intervals. Hard refresh will get rid of him.
(It'll only work on WTDWTF... several of the files are uploaded as attachments.)
When compiling programs that use the BGL, be sure to compile with optimization.
Why would it be important to enable optimization when compiling programs that use the library? How the heck are you supposed to debug code that uses it? I can understand turning on opt for speed, but the way it's written makes me think they need it for correctness, which is totally crazy.
I guess it's not for correctness, as it is for practical usability. When every character of source code translates into 200 lines of code with 20 nested function calls, you either enable inlining and monomorphization, or end up with hello world that takes 20 seconds to execute and leaves behind 200MB object files
This isn't a normal problem; this was a problem with the server pointing the client (in the absence of environment variables saying otherwise) to some antiquated g++ that didn't even support C++11. Now that I have a property sheet pointing it to the right compiler, warnings and errors have file and line number references.