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Thread: Where to start OpenGL and which framework to use?

  1. #1
    Junior Member Newbie
    Join Date
    Apr 2012
    Posts
    7

    Where to start OpenGL and which framework to use?

    Hello,

    I have seen 2 methods for doing OpenGL in Windows . i.e using glut to display the window or using the win32 SDK.

    I have started yesterday reading the http://nehe.gamedev.net/ legacy tutorials. The first tutorial is for displaying a simple window but that's huge . But in glut the code for displaying a window and drawing some primitives is very small and easy to understand.

    Finally I am in a dilemma where to start and which library I need to use.
    Also give me some good tutorials in the Net using those specific kind of libraries.

  2. #2

  3. #3
    Super Moderator OpenGL Guru
    Join Date
    Feb 2000
    Location
    Montreal, Canada
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    4,421
    Quote Originally Posted by srikanth chitturi View Post
    Hello,

    I have seen 2 methods for doing OpenGL in Windows . i.e using glut to display the window or using the win32 SDK.

    I have started yesterday reading the http://nehe.gamedev.net/ legacy tutorials. The first tutorial is for displaying a simple window but that's huge . But in glut the code for displaying a window and drawing some primitives is very small and easy to understand.

    Finally I am in a dilemma where to start and which library I need to use.
    Also give me some good tutorials in the Net using those specific kind of libraries.
    GLUT is fine for someone who wants to learn GL programming. GLUT hides the window creation and the context creation code.
    GLUT has been superseded by freeGLUT, which looks mostly the same but has some API enhancements such as support for GL 3.

    Don't forget to use the search feature on these forums.
    ------------------------------
    Sig: http://glhlib.sourceforge.net
    an open source GLU replacement library. Much more modern than GLU.
    float matrix[16], inverse_matrix[16];
    glhLoadIdentityf2(matrix);
    glhTranslatef2(matrix, 0.0, 0.0, 5.0);
    glhRotateAboutXf2(matrix, angleInRadians);
    glhScalef2(matrix, 1.0, 1.0, -1.0);
    glhQuickInvertMatrixf2(matrix, inverse_matrix);
    glUniformMatrix4fv(uniformLocation1, 1, FALSE, matrix);
    glUniformMatrix4fv(uniformLocation2, 1, FALSE, inverse_matrix);

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