Dialogs rendered in OpenGL??

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8 comments, last by Floating 21 years, 4 months ago
Hi, I was wondering if there are free libraries which allow the creation of complex dialogs in OpenGL? I created my own buttons, sliders, edit-boxes, but I need much more. I need comboboxes, list controls and so on, with all the message handlings. So I was wondering if such a library exists and where I can get it. The main reason I want my dialogs rendered in OpenGL is for portability. Thanks
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Not any free libraries that I know of. However If you''ve already made what you say you have, then the addition to those aren''t that far off. Maybe you can start the first library?

~Main

==
Colt "MainRoach" McAnlis
Programmer
www.badheat.com/sinewave
==Colt "MainRoach" McAnlisGraphics Engineer - http://mainroach.blogspot.com
Thanks for your reply.

Start the first library? This would keep me off my current project for months. Also making some basic openGL dialogs wouldn''t be that difficult, making it flexible would take much more effort and I''m still beginner

If there''s nothing like a library to create dialogs in OpenGL, could it be there is a reason to this?
I, durring the sumer, did something very similar to what you are talking about, but for D3D. Everything ran soothly, creation of menus, forms etc, are now very basic. Problem is, because it had to be very general, it was also very slow. Now that I know more about this stuff though, I could prolly make it much faster. Point bieng, as long as ALL your doing is displaying a menu, your cool. If you need displays for your game interface, I'd say hard code it. It is very hard to make an optiized, fast, general library of this type.

Very usefull for menus/dialogs etc that don't need to be renerd fast tho.

In conclution, I'd say if you think you'll be using a lot of dialogs where speed is not an issue, go for it. Otherwise, code them for your game as you go.

Just my experience

"The problem with the future is it keeps turning into the pressent"-Hobbes, Calvin's best friend
Tazzel3d ~ Dwiel

[edited by - Tazzel3d on December 8, 2002 10:18:40 PM]
Tazzel3D,

In your case, speed became a problem because you had to redraw the menu everytime your underlying scene changed, right?

In my case I want to have a window only for my dialog which means that my dialog window doesn''t need refresh as long as nothing changed in it. Also if something changed, I wouldn''t need to redraw everything, but just the part which changed (no double buffering).

So I guess speed wouldn''t be a problem for me. Thanks for your advice
http://www.cs.unc.edu/~rademach/glui/
http://glow.sourceforge.net/
Domine non secundum peccata nostra facias nobis
Thanks for the links!

Unfortunately it seems none of these libraries support list controls
GLGooey looks good, and supports lists:

http://nwaldren.bei.t-online.de/glgooey.htm

Graham Rhodes
Senior Scientist
Applied Research Associates, Inc.
Graham Rhodes Moderator, Math & Physics forum @ gamedev.net
do you guys draw your guis like resolution selection ..... settings ..... with opengl or do you use standard windows functions? i owner about this cause i games like halflife it seems to change your window settings when you resume to the game or when you exit with ESC
http://www.8ung.at/basiror/theironcross.html

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