I''m looking for information about setting up OpenGL in linux. What should I use? Are glx, SDL, and GLUT good?
OpenGL in linux
Started by krogoth, Jul 31 2001 11:08 AM
9 replies to this topic
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#2 Members - Reputation: 127
Posted 31 July 2001 - 11:18 AM
SDL :o)
Glut while good dosnt provide the functionality of SDL and is slower but easier(ish). SDL provides lots of useful things, esspecialy threading
I use SDL and find any program i create using SDL will work in windows and Linux without any (or few) modifications and #fdefs.
As for glx, i havnt tried this as portability has always been a concern.
as for the information part libsdl has a few examples, plus check out the SDL versions of the NeHe tutorials.
Edited by - Marvin on July 31, 2001 6:19:46 PM
Glut while good dosnt provide the functionality of SDL and is slower but easier(ish). SDL provides lots of useful things, esspecialy threading
I use SDL and find any program i create using SDL will work in windows and Linux without any (or few) modifications and #fdefs.
As for glx, i havnt tried this as portability has always been a concern.
as for the information part libsdl has a few examples, plus check out the SDL versions of the NeHe tutorials.
Edited by - Marvin on July 31, 2001 6:19:46 PM
#4 Members - Reputation: 116
Posted 02 August 2001 - 02:04 AM
Allegro is good, but imho there''s a little too much overhead in Allegro for a somewhat advanced game engine. I''ve tried AllegroGL. It''s cool, but it runs at inconsisten speeds. One time it''ll use hardware accel. and the next time it won''t. really wierd.

How many Microsoft employees does it take to screw in a light bulb?
None, they just declare drakness as a new standard.

How many Microsoft employees does it take to screw in a light bulb?
None, they just declare drakness as a new standard.
#7 Members - Reputation: 140
Posted 02 August 2001 - 08:47 PM
Allegro''s license is the best: you can do anything u want with it. I''m not sure about allegroGL''s but it''s probably similar.
As for it being slow and not getting hardware accel, that was only a problem in the verly old versions. now it works very fast. Check out this first person shooter made with it:
http://moon3d.qhe.de/
As for it being slow and not getting hardware accel, that was only a problem in the verly old versions. now it works very fast. Check out this first person shooter made with it:
http://moon3d.qhe.de/
#8 Members - Reputation: 150
Posted 03 August 2001 - 04:53 AM
I reccommend you use SDL. It''s good, fast, easy to use, has a lot of nifty stuff and your code will be portable to linux, windows, mac and beos. Check my site to see how to get SDL and GL running in linux and windows.
---
cone3d
http://cone3d.gz.ee
-> soon http://cone3d.gamedev.net
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cone3d
http://cone3d.gz.ee
-> soon http://cone3d.gamedev.net
#9 Members - Reputation: 122
Posted 04 August 2001 - 12:26 AM
Portalib! :D (LGPL)
Ok, blatant plug. It uses GLX.
You could also use it to have a look at how its done. Otherwise I''d suggest SDL (different objectives, PortaLib has more model, texture, etc. functionality).
~~~
Cheers!
Brett Porter
PortaLib3D : A portable 3D game/demo libary for OpenGL
Ok, blatant plug. It uses GLX.
You could also use it to have a look at how its done. Otherwise I''d suggest SDL (different objectives, PortaLib has more model, texture, etc. functionality).
~~~
Cheers!
Brett Porter
PortaLib3D : A portable 3D game/demo libary for OpenGL
#10 Members - Reputation: 122
Posted 04 August 2001 - 11:49 AM
I''m doing most of the management in the game engine, so Portalib may not be right for me.. just out of interest, you must have a .bmp loader, right? How many formats can it read? When I implemented the bmp loader I printed out some specs and implemented eveery possible format
The engine, as you may have figured out by now, is not OSS, but if you want I can share that code with you for the improvement of portalib.






