Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Search:

Type: Posts; User: Ragnemalm

Page 1 of 2 1 2

Search: Search took 0.00 seconds.

  1. Using GLEW or GLee with DevC++ or CodeBlocks, OpenGL 3.2+

    I have struggled with getting modern OpenGL (3.2 or better) to compile properly using Dev-C++ or CodeBlocks with little success. The old GLEW 1.5 works, but nothing later than that. (I should use 1.7...
  2. Replies
    8
    Views
    3,857

    Of course it is. GLUT is a cross-platform...

    Of course it is. GLUT is a cross-platform toolkit. Windows, Linux, Mac, and most others too. And most importantly, its modern re-implementations (most notably FreeGLUT) are also cross-platform. You...
  3. Replies
    43
    Views
    16,599

    I'd like to continue here a bit. The...

    I'd like to continue here a bit. The shaders-first approach is one that I had in mind, but in the end I went for the main program, minimal pass-though shaders and working with geometry first. But I...
  4. Replies
    43
    Views
    16,599

    Are we still talking about teaching? In a...

    Are we still talking about teaching? In a teaching situation, when the students are just getting started with OpenGL, I think there is a certain improvement. They don't need to keep track of much...
  5. Replies
    43
    Views
    16,599

    And this is one of the good things in 3.2: Fewer...

    And this is one of the good things in 3.2: Fewer hidden states to keep track of. No current matrices, light sources, texture coordinates that you set and forget. Any such carelessness is more visible...
  6. Replies
    43
    Views
    16,599

    Partially. The basic API is elegant and...

    Partially. The basic API is elegant and intuitive, but certainly not all additions. As in many other APIs, additions are all to often tacked on without so much care for the design. Your example of...
  7. Replies
    43
    Views
    16,599

    I considered starting with shaders, and that is...

    I considered starting with shaders, and that is still an open question to me. If I start with shaders I must provide a bigger main program, but if they are not supposed to look at that for the first...
  8. Replies
    43
    Views
    16,599

    There is of course one problem to take into...

    There is of course one problem to take into account: that OpenGL fits any language. I think that is a great feature that makes it last, you can bring the OpenGL knowledge over language and OS...
  9. Replies
    43
    Views
    16,599

    OS X is indeed an important reason to use 3.2 and...

    OS X is indeed an important reason to use 3.2 and no other version. There were Mac users with older versions who had to upgrade (myself included) but there were also some free Unix that didn't...
  10. Replies
    43
    Views
    16,599

    Teaching OpenGL

    From another thread:



    I teach two graphics courses, one purely about CG and one where advanced CG topics relevant for game programming are a large part. The first one is extremely old, founded...
  11. Replies
    119
    Views
    115,729

    You are absolutely right. My initial problem when...

    You are absolutely right. My initial problem when finding the thread remains, namely that I feel a need for metafile support like display lists (not least since all other APIs have it) and how I...
  12. Replies
    119
    Views
    115,729

    We already are giving them working code to start...

    We already are giving them working code to start from. And that is why we left Immediate Mode in the first place, to get straight into high performance modern code. And that is also why we turned to...
  13. Replies
    119
    Views
    115,729

    Yes it is, since OpenGL has become harder to get...

    Yes it is, since OpenGL has become harder to get started with. With Immediate Mode, you can write simple beginner's OpenGL programs that just can't crash. That gives the students a safe and...
  14. Replies
    119
    Views
    115,729

    Immediate mode and shaders are unrelated in this...

    Immediate mode and shaders are unrelated in this context. Sure, one big change in 3.2 is that you must use shaders, but Immediate Mode is glBegin/glEnd and may include shaders as much as we...
  15. Replies
    119
    Views
    115,729

    I moved to 3.2 recently, and most of the time it...

    I moved to 3.2 recently, and most of the time it is just fine. Transformations are straight math, geometry are always arrays. No problem there. (But your point 2 doesn't make sense. EXT and ARB will...
  16. Replies
    2
    Views
    2,371

    Re: Error in GLUT Examples

    Why do you refer to those examples as "the" GLUT examples? Do these demos have any kind of official status? The code seems outdated and in many cases limited, both in functionality and also to C++/MS...
  17. Thread: glut issues

    by Ragnemalm
    Replies
    4
    Views
    1,213

    Re: glut issues

    Some programming teachers tell their students to never, ever use a single global variable. That is, IMHO, a typical case of "those who can, do, those who can't, teach". Do these people ever write...
  18. Replies
    4
    Views
    3,021

    Re: How do I get/restore the current shader

    Thanks! I figured it must be somewhere, but it is not in the reference card and rarely mentioned.

    Since display lists are deprecated (and removed in 3.2), I hardly consider them to be a problem...
  19. Replies
    4
    Views
    3,021

    How do I get/restore the current shader

    I am writing a utility module (for drawing text) and to be polite to the host program I want to save and restore the current state.

    I can get the current texture, and some enabled flags, but how...
  20. Replies
    9
    Views
    3,939

    Re: GLUT and OpenGL 3.2

    Because I can't waste time on installing libraries that doesn't clearly support 3.2 (possibly ending up with an old version), and I needed to get going immediately. You can only afford failing that...
  21. Replies
    6
    Views
    1,372

    Re: Platform dependent parts of open GL API

    Sure AGL is not for 64-bit and therefore not suitable for new software, but you ignored CGL, why?
  22. Replies
    6
    Views
    1,372

    Re: Platform dependent parts of open GL API

    And for Mac, there is AGL, CGL and NSOpenGL. Yes, three different, for Carbon windows, for full-screen and for Cocoa views.
  23. Re: OpenGL 3.0+ context setup in XCode4 using Lion

    Nobody tried it yet?
  24. Re: OpenGL 3.0+ context setup in XCode4 using Lion

    It wasn't Apple's, it was a third party demo:

    https://github.com/beelsebob

    It did run, but I didn't like that it was xib based. I made my own instead, nibless. Here is a preliminary version,...
  25. Re: OpenGL 3.0+ context setup in XCode4 using Lion

    "Pretty much the same"? Really? What interface are you using? CGL? NSOpenGL is hardly identical to MS Windows.

    There is at least one 3.2 demo from Apple, NSOpenGL-based. Hard to find though, but I...
Results 1 to 25 of 46
Page 1 of 2 1 2