Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Results 1 to 4 of 4

Thread: Porting to OpenGL for Microsoft Visual C++.NET (2002)

  1. #1
    Junior Member Newbie
    Join Date
    Aug 2003
    Location
    Baltimore, MD, USA
    Posts
    4

    Porting to OpenGL for Microsoft Visual C++.NET (2002)

    Hi all,

    I am a new user of OpenGL version 1.2. Please tell me how to do porting to OpenGL 1.2 for Managed C++ coding in Microsoft Visual C++.NET (2002).

    Thanks in advance,
    Scott Chang
    Scott Chang

  2. #2
    Intern Contributor
    Join Date
    Jul 2002
    Location
    Southampton, PA, USA
    Posts
    61

    Re: Porting to OpenGL for Microsoft Visual C++.NET (2002)

    To .NET from ??? VC6?

  3. #3
    Junior Member Newbie
    Join Date
    Aug 2003
    Location
    Baltimore, MD, USA
    Posts
    4

    Re: Porting to OpenGL for Microsoft Visual C++.NET (2002)

    I want to use OpenGL 1.2 in Managed C++ Coding of VC++.NET (2002)that is quite different from VC++ 6.0 - _tmain () or wmain () [not main ()] is used in Managed C++. Any special things do we have to watch out? Please reply if you have used OpenGL 1.2 in this new Managed C++ environment.
    Thanks again,
    Scott Chang
    Scott Chang

  4. #4
    Senior Member OpenGL Pro
    Join Date
    May 2001
    Location
    Kristianstad,Skåne,Sweden
    Posts
    1,651

    Re: Porting to OpenGL for Microsoft Visual C++.NET (2002)

    Hi !

    There is nothing special to it, well it will run a bit slower but that's it.

    When you use managed code it is just another compiler that outputs MSIL code instead of machine code, but you can also use #pragma's to control which part of the source that should generate native code, so you can go on and call OpenGL just as usual.

    The only problem is that the calling gateway between .NET managed code and native code is pretty heavy so you will lose lots of performance if you go on and call OpenGL functions from managed code, try to make the methods/functions that makes calls to OpenGL native (#pragma unmanaged)

    I hope that helps

    Mikael


    [This message has been edited by mikael_aronsson (edited 08-04-2003).]

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •