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Thread: SDK.. where ?? how ??

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  1. #1
    Junior Member Newbie
    Join Date
    Nov 2012

    SDK.. where ?? how ??

    Hey guys..

    I've been a DirectX graphics programmer (my job) for the last 8 years.. Only did some OpenGL a long long time ago (before VBOs and stuff like this), and I'm trying to get back at it now..

    But I've got one problem : I don't get it !
    I'm desperately looking for the Open GL SDK.. can't find it...

    Then, I see on some forums (cause I've googled before asking here) that you're not supposed to download the SDK.. that you must use the one that comes with your compiler.
    I'm still using Visual 2008.. Am I supposed to use a 4 y.o. SDK !?! What about OpenGL 4.x ? All the new features ? How can I determine my SDK version ?

    Some people advice to get the SDK from you graphics card vendor.. will the executables will then be compatible with other brands ?

    How do the "extensions" work.. Again, I'm not sure to understand that part either... I've seen a few 'extension SDKs like GLew or Glee' ..
    isn't there some official one ? Aren't extensions part of the GL SDK ?

    Sorry, I realise those really are noob questions... But it's silly.. I couldn't find any clear explanation anywhere.. like you're just "supposed to know" all this. And pretty much every tutorial I've seen just don't mention that..

    Thanks in advance !

  2. #2
    Junior Member Regular Contributor uwi2k2's Avatar
    Join Date
    Mar 2011

    getting started


    i guess to answer all question will confuse you even more.
    best place to start may be here:
    follow this introduction and i guess you have everything you need..

    uwi2k2 - OpenGL Trainer:
    The OpenGL and VULKAN Podcast ( OpenGL2GO ) : OpenGL & Vulkan Podcast
    --------------------------------------------------------- - Indie TeamUp

  3. #3
    Junior Member Newbie
    Join Date
    Nov 2012
    Thanks a lot !
    I didn't realize GLEW was including the whole GL sdk, I thought it was an additionnal lib to use extensions.. it all makes sense now

    thanks !

    Side note : for the beginner, the web page is quite confusing

  4. #4
    Senior Member OpenGL Pro
    Join Date
    Jan 2012
    glew is designed to expose all the functions of OpenGL that your graphics card supports. So it has to be called immediately after your device context is created.
    If you are an experienced DirectX coder, OpenGL is pretty easy to use. Assume that there is a function in OpenGL to mimic the one in DirectX (this is pretty true except for Compute Shaders - these are available with the release of 4.3 drivers but they are
    only in beta at the moment). There is no sdk as such but a lot of support code.

    I recommend you find glew to initialise the OpenGL interface, the glm library for matrices and vectors, freeglut for a simple window interface. and glsw shader wrangler to manager shaders. Also since your are from a DirectX environment perhaps Framework3 with has both a DirectX and slightly out of data OpenGL render manager so you can more easily compare how to do things in both environments (

  5. #5

  6. #6
    Junior Member Newbie
    Join Date
    Nov 2012
    Thanks everybody !

    It's all clearer now.. Used GLew which is, indeed, a complete OpenGL SDK (I thought it was only an extension manager of some sort)..

  7. #7
    Super Moderator OpenGL Guru
    Join Date
    Feb 2000
    Montreal, Canada
    It is an extension loader and also a core GL function loader.
    GLEW is not an SDK!
    PS : if you are interested in modern GL only, then there are better loaders such as GL3W

    and then, for even more information for newcommers.
    an open source GLU replacement library. Much more modern than GLU.
    float matrix[16], inverse_matrix[16];
    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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