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#Actualmv348

Posted 09 November 2012 - 02:15 PM

I'm going to be modifying the source code from these tutorials (Now available as Visual Studio 2010 Project files. YAY!) and use it as a code base for my graphics engine. These tutorials use glut to handle windowing and callbacks. I always used the Windows API for my OpenGL applications because my understanding was that it was the 'grown up way', it offered more flexibility and customization, and also glut seemed to be fading into obscurity, at least on Windows. But I'm trying to determine if its worth the effort to remove GLUT and replace it with direct Windows API calls. In the future I hope to make use of some type of Game-pad and I don't think glut offers a whole lot of options for that. More specifically, I don't believe it supports force-feedback and I'd have to use a more advanced input API. I'm not sure if glut would play nice with that, given its current input and callback mechanisms.

Can I hear some opinions? Is it unprofessional to use GLUT in a modern application? Will it hold me back in any way?

#2mv348

Posted 09 November 2012 - 02:14 PM

I'm going to be modifying the source code from these tutorials (Now available as Visual Studio 2010 Project files. YAY!) and use it as a code base for my graphics engine. These tutorials use glut to handle windowing and callbacks. I always used the Windows API for my OpenGL applications because my understanding was that it was the 'grown up way', it offered more flexibility and customization, and also glut seemed to be fading into obscurity, at least on Windows. But I'm trying to determine if its worth the effort to remove GLUT and replace it with direct Windows API calls. In the future I hope to make use of some type of Game-pad and I don't think glut offers a whole lot of options for that. More specifically, I don't believe it supports force-feedback and I'd have to use a more advanced input API. I'm not sure if glut would play nice with that, given its current input and callback mechanisms.

Can I hear some opinions? Is it unprofessional to use GLUT in a modern application? Will it hold me back in any way?

#1mv348

Posted 09 November 2012 - 02:13 PM

I'm going to be modifying the source code from these tutorials (Now available as Visual Studio 2010 Project files. YAY!). These tutorials use glut to handle windowing and callbacks. I always used the Windows API for my OpenGL applications because my understanding was that it was the 'grown up way', it offered more flexibility and customization, and also glut seemed to be fading into obscurity, at least on Windows. But I'm trying to determine if its worth the effort to remove GLUT and replace it with direct Windows API calls. In the future I hope to make use of some type of Game-pad and I don't think glut offers a whole lot of options for that. More specifically, I don't believe it supports force-feedback and I'd have to use a more advanced input API. I'm not sure if glut would play nice with that, given its current input and callback mechanisms.

Can I hear some opinions? Is it unprofessional to use GLUT in a modern application? Will it hold me back in any way?

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