Jump to content

  • Log In with Google      Sign In   
  • Create Account

Banner advertising on our site currently available from just $5!

1. Learn about the promo. 2. Sign up for GDNet+. 3. Set up your advert!


Member Since 22 Apr 2010
Offline Last Active Aug 24 2012 08:48 PM

Posts I've Made

In Topic: Picking

24 August 2012 - 08:59 AM

The Color picking would that be?


Yes, the principles are right, but implemented using deprecated legacy OpenGL.

What is deprecated? glReadPixels?

In Topic: Picking

23 August 2012 - 10:06 AM

The Color picking would that be?


In Topic: Moving from Direct3D to OpenGL

21 August 2012 - 04:09 AM

Using Qt, you mean that I no longer need to use the other as GLEW?

Qt gives you access to the OpenGL context, as well as many other user input/output resources. So with Qt you don't need GLUT or glfw.

GLEW makes it possible for you to get an access to the OpenGL specific API that is portable. I haven't used Qt myself, but a quick look shows there is the class QGLFunctions that seems to do the same thing. Someone else will have to comment on it. This link and linkwould seem to me that glew is preferable.

I would like someone to answer this question for both of us

and thanks for the explanation friend :)

In Topic: Moving from Direct3D to OpenGL

18 August 2012 - 04:26 AM

Qt is a big library, that gives you a lot of things. If you need these things, then it is fine. If not, using Qt is an overkill.

That is, if you are doing a dialog system outside of the OpenGL context, then Qt may be very good. But if you are doing the dialogs inside the OpenGL window, then you don't need Qt.

Judging by the demo above, it looks like Qt may be a good portable choice.

Yes, Qt is perfect for me :D

Using Qt, you mean that I no longer need to use the other as GLEW?

In Topic: Moving from Direct3D to OpenGL

16 August 2012 - 11:32 AM

glClearColor states what color to use when you clear, so you should call it before glClear.

I would recommend having a look at Learning Modern 3D Graphics Programming. You can browse quickly through the parts you already understand, and quickly get to know how it is done the OpenGL way.

One problem is that Windows only support a very old API to OpenGL (1.1 or something like that), but the device drivers provides full support. To get access to the full functionality, you either have to use a special function to get the address of the extended functions, or you use a library that has it all prepared. I would recommend GLEW for this. I have heard gl3w is also good, but haven't used it myself.

If you want to write code that is compatible with Linux and other platforms, I would recommend glfw for a minimal library that provides an interface to windows management and other input and output devices. Stay away from GLUT.

thank you very much Posted Image

I'm using Qt 4 (QtOpenGL4.dll) what do you think? That has nothing to do? I program for windows and mac osx Posted Image

My project (lol)