To compile it under windows i used nothing fancy, just downloaded GLee and included it into the project. That is why it is so huge btw.
gcc under linux links me to some 'advanced' ogl functions cheaply, allowing me not to use linux equivalent of wglgetprocaddress ( i forgot how is that function called ). The only problem is to find equivalents of missing functions ( like glCreateProgram(), which is glCreateProgramObjectARB() ), but it is just matter of googling / looking into libGL.so.
It might be that only my drivers give me such posibility, but i don't have any other card to test it ( anyone with nVidia card is willing to test it under linux? ). xorg-x11 drivers allow this compilation but they are not supporting shaders.
i would really like to see it fitting 2k, especialy under linux where you cannot use crinkler

.