View Full Version : OpenGL and DDraw

06-26-2000, 05:32 AM
Do OpenGL and DirectDraw mix OK ?? Are there any traps I should know about or special cases one should be wary of ??


06-27-2000, 07:56 AM
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.

06-27-2000, 10:55 PM
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.

06-28-2000, 09:43 AM
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.