Thanks Mark. I placed both libGLEW.a and libGLEW.dylib in /Library/Frameworks. However, only libGLEW.dylib shows up in the dialog. In fact the only libraries that the dialog displays are dynamic. I guess to add static libraries you have to click the Add Other button.
Regarding OpenGL 3.2, I did find this specification at opengl.org:
http://www.opengl.org/registry/doc/glspec32.core.20091207.withchanges.pdf
In this document there is some discussion about gl3.h. I quote the relevant text:
"When platforms became common where the OpenGL SDK (library and header files) were not necessarily obtained from the same source as the OpenGL driver, such as Microsoft Windows and Linux, <GL/gl.h> could not always be kept in sync with new core API versions and extensions supported by drivers. At this time the OpenGL ARB defined a new header, <GL/glext.h>, which could be obtained directly from the OpenGL Extension Registry (see section I.1).
The combination of <GL/gl.h> and <GL/glext.h> always defines all APIs for all profiles of the latest OpenGL version, as well as for all extensions defined in the Registry.
<GL3/gl3.h> defines APIs for the core profile of OpenGL 3.2, together with ARB extensions compatible with the core profile. It does not include APIs for features only in the compatibility profile or for other extensions.
<GL3/gl3ext.h> defines APIs for additional ARB, EXT, and vendor exten- sions compatible with the core profile, but not defined in <GL3/gl3.h>. Most older extensions are not compatible with the core profile.
Applications using the OpenGL 3.2 compatibility profile (see appendices H and E) should #include the traditional <GL/gl.h> and <GL/glext.h> headers.
Applications using the core profile should #include the new <GL3/gl3.h> and <GL3/gl3ext.h> headers introduced with OpenGL 3.1.
By using <GL3/gl3.h> and <GL3/gl3ext.h>, instead of the legacy <GL/gl.h> and <GL/glext.h>, newly developed applications are given in- creased protection against accidentally using a “legacy” feature that has been re- moved from the core profile This can assist in developing applications on a GL implementation that supports the compatibility profile when the application is also intended to run on other platforms supporting only the core profile.
Developers should always be able to download <GL3/gl3.h> and <GL3/gl3ext.h> from the Registry, with these headers replacing, or being used in place of older versions that may be provided by a platform SDK. "
It seems that if you use gl.h (or gl3.h for the 3.2 core profile), then you shouldn't need to use GLEW. Yet, most other documentation suggests using GLEW or GLEE. However, I have not found an explanation for why.