View Full Version : OpenGL and DDraw
Do OpenGL and DirectDraw mix OK ?? Are there any traps I should know about or special cases one should be wary of ??
Trying to mix OpenGL and DirectDraw is... err... no good http://www.opengl.org/discussion_boards/ubb/rolleyes.gif
It's more or less (maybe there is a way, but I doubt) impossible to mix two API's that both uses the videomemory. They are working in two different ways, and are incompatible with each other.
My tip is: don't even try.
Thanks for the tip.
So how would you go about creating a full screen OpenGL window if you can't use DDraw ??
06-27-2000, 11:31 PM
use ChangeDisplaySettings and EnumDisplaySettings.
Oh, so you want to set videomode with DirectX...
I have heard that it should be OK to use DirectX to set videomode, and then use OpenGL for rendering. But I still think it's bad to mix two "similar" APIs, so I haven't tried it. I thought you wanted to use DirectDraw-functions for, for example, bitmap handling and stuff, and that is no good http://www.opengl.org/discussion_boards/ubb/tongue.gif .
http://nehe.gamedev.net got some nice tutorials (well, loads of other stuff too) that uses native Win32 calls to set videomode.
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