PDA

View Full Version : Using GLUT meshes without GLUT window



Dwight
11-08-2008, 06:27 PM
Alright, so I'm trying to build a GLSL shader testing engine in OpenGL on Windows. I want more control than GLUT allows for, so I've slowly been removing GLUT functionality. However, I want to keep the ability to simply create complex objects like glutSolidTeapot, without having to build my own model importer (that's coming later). So, basically, I want to use GLUT for nothing but its object generation, not for its user interface and window creation. What do you recommend? Certainly, if there's a way to very simply import common 3D formats into OpenGL, I won't need GLUT at all.

My code uses GLee to setup GLSL. I used a tutorial like this one:
http://www.nullterminator.net/opengl32.html
to run OpenGL on Windows without GLUT.

I can post my entire Visual Studio 2005 project, if that will help.

nigels
11-09-2008, 09:07 AM
You can keep using the GLUT geometry until your geometry importer is ready. There is no problem with using GLUT in this limited way.

Sven Panne
11-25-2008, 03:06 AM
There is one thing to consider here: The GLUT specification is very explicit about the fact that it is invalid to call any GLUT function without a "glutInit" prefix before glutInit has been called (see http://www.opengl.org/documentation/specs/glut/spec3/node9.html). The original GLUT does not check for this, but e.g. freeglut does.