GLUT/OpenGL -- where to start?

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5 comments, last by chippydip 23 years, 11 months ago
Here''s the deal. I have some experience with general 2D/3D graphics theory and know some DirectX (DirectDraw mostly.) I''ve decided that I want to switch to OpenGL and GLUT so that I can write more platform independent code. I''ve been looking around for some decent tutorials on GLUT, but there doesn''t seem to be too much Does anyone know of any good links or books to get? Also, should I be starting with GLUT and OpenGL at the same time, or should I just learn OpenGL and then add in the GLUT knowledge once I have OpenGL down? Thanks in advance for any help Check out the GPI project today!
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I''d strongly recommend going here:

http://nehe.gamedev.net/opengl.asp

It has some good opengl tutorials as well as links to some sites w/ glut information. I''m sure you''ll find a way to convert your D3D knowledge over with this.

Justin Eslinger
http://members.xoom.com/Blackscar
~-=-=-=-=-=-=~~Justin Eslinger~~.."BlackScar"..~~-=-=-=-=-=-=~
f00Dave from #OpenGL on Efnet has some pretty good GLUT examples on his page.

http://personal.nbnet.nb.ca/daveg/opengl/

Check it out. He also has links to other OpenGL like sites.

~fathom~
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Ok, I''m starting to get somewhere... nothing to show for myslef yet, but lots of great links. Thanks guys!

I have another question now. Is it possible to create an Exclusive mode OpenGL app? I''m pretty sure it can be done, but I can''t seem to find any info on it. If its possilble, how is it done? How do you change video modes? Is this part of standard OpenGL/GLUT or is it platform dependent? I''m sure these are pretty basic questions, but I haven''t turned up much on them so any help in my search for knowledge would be greatly appreciated!

Check out the GPI project today!
Doh! Disregard that last question... I should have spend 5 more minutes looking b/c I just found the code in the NeHe tutorials. Its not platform independent, but I guess I can deal with that. There must be different ways to set that up on different OSes so porting would be a matter or just rewriting the initialization code?

Check out the GPI project today!
Yeah, just do something like this

void init( int os )
if(os == 1) // Windows 95/98
//blah blah
if(os == 2) // Win NT
//blah blah

etc.

Shouldn''t be too hard to do.

Good luck!

Justin Eslinger
http://members.xoom.com/Blackscar
~-=-=-=-=-=-=~~Justin Eslinger~~.."BlackScar"..~~-=-=-=-=-=-=~
I really don''t know what it takes to get platform indepedant code. I know you can get the rendering code to be pretty much platform independant using GLUT (takes some tricks with #ifdef).

The problem that you will run into comes in with user input (mouse, keyboard, etc). It is my understanding that this is different. Under windows it''s probably best to use something like Direct Input. Under Linux and BeOS etc, I have no clue.

Hmm after all that I noticed my post isn''t of much help. Oh well. :D

~fathom~
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