I am writing a cross-platform 3D engine using OpenGL. In the past I used OpenGL 1 with some extensions and it worked good on Windows/Mac/Linux. But now I've decided to use OpenGL 3.3 version. The switch to OpenGL 3.3 caused my application to fail at start.
The problem is that when I choose Win32 build target, VS uses libraries from C:/Windows/SysWOW64 folder which is 64-bit libraries. And when I choose x64 build target, VS uses libraries from C:/Windows/System32.
I use Visual Studio 2013 on Windows 8.1 x64.
So is it Visual Studio bug and I should switch to another IDE for Windows build or am I doing something wrong with Visual Studio OpenGL project configuration?