Sign in to follow this  
alien3456

OpenGL What to use instead of GLUT?

Recommended Posts

alien3456    346
I haven't used a computer much in the past month, and have instead been reading up on my OpenGL Redbook. Before I started, I didn't think I would use the AUX libraries, so I picked up some GLUT tutorials. I only soaked up the basics on making windows with GLUT, but now that I'm trying to compile with it, I get linker errors. I picked it up because it seemed relatively simple, and I didn't feel like putting much time into something like that, and instead spend as much time on OpenGL as possible. So, I don't think I will use GLUT. I've read it's also slow and isn't that great. Next thing that comes to mind is SDL. I'm not a big linux junkie, but I like cross platform stuff. And licenses don't matter, I won't be making profit anytime soon... so what do all of you use?

Share this post


Link to post
Share on other sites
Drew_Benton    1861
SDL is fun (lot's of stuff in my sig) [smile] I am using Ogre3D at the moment though for a game.

[edit]Whoops took out my sig [lol]

[Edited by - Drew_Benton on May 24, 2005 8:08:11 PM]

Share this post


Link to post
Share on other sites
alien3456    346
Ah, I didn't know of GLFW. Seems to be what I am searching for. Before I chose GLUT way back when, SDL was my primary choice. But I found it hard to find information on how to use it as a framework to OpenGL rather than a graphics library on it's own.

Good, I've tried it quickly and it and the keyboard input works as far as I need for now. Thanks++

Share this post


Link to post
Share on other sites
rick_appleton    864
What you might want to give a try if you're using a standards compliant compiler is my own framework Daedalus. You can download the source from here. It compiles under Windows using the VC++Express Beta (1/2) and under Linux with make (you'll need to change a few lines in the Makefiles). It currently supports windowed and fullscreen apps, all the usual stuff you can do with windows (on Windows at least, working on Linux, should be done after this weekend). It is very easy to use input from keyboard (mouse is in the final stages of refactoring).

For some example code to setup a window and bind some keys see my journal

[Edited by - rick_appleton on May 25, 2005 4:07:37 AM]

Share this post


Link to post
Share on other sites
alien3456    346
I actually noticed that when doing loads of searches on the subject. That and another member's framework; OGLFWF I think it was, and I forget the name of the guy but he has the ghost icon. I was considering trying yours and that out but I figured they weren't as well documented as things like GLFW (which I am coming along nicely with). So, Daedalus works only with versions of VC++? I have the one you said, but my IDE of choice is DevC++. If it doesn't work with that, then I won't really do much more than fool around with it.

Share this post


Link to post
Share on other sites
rick_appleton    864
Hi, thanks for the comments.

Yes, GLFW is definately better commented as it is at a much further stage of development. It's pretty stable and works well. However, it is only a Framework. So that means you'll need to handle most of the stuff yourself, only GLFW gives you an interface that works on all platforms. A large part of my platform specific code was taken from GLFW so it is partially the same, but Daedalus adds another layer over the top (most notably a C++ class for the windowing, a messaging scheme, and the possibility to bind a function to each keyboard key, and more is in the pipeline).

It should work with DevC++ as well, as long as the compiler can handle templates well. There are a few places in Daedalus that really need that. If you are willing and have the time, I would be very interested in hearing if you've been able to compile it under DevC++. I expect it shouldn't be a problem actually, since under the hood DevC++ normally uses the same GCC compiler as is used on *nix systems. And the program compiles without a hitch on those.

[Edited by - rick_appleton on May 26, 2005 1:28:52 AM]

Share this post


Link to post
Share on other sites
Deception666    182
You could try making your own simple framework to develop in. This is what I did. I wasn't that keen on using GLUT and I didn't want to start learning an engine just quite yet, so I coded up one real quick. It's not perfect, but it gets the job done. It's always a great learning experience when you do it yourself.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Similar Content

    • By Zaphyk
      I am developing my engine using the OpenGL 3.3 compatibility profile. It runs as expected on my NVIDIA card and on my Intel Card however when I tried it on an AMD setup it ran 3 times worse than on the other setups. Could this be a AMD driver thing or is this probably a problem with my OGL code? Could a different code standard create such bad performance?
    • By Kjell Andersson
      I'm trying to get some legacy OpenGL code to run with a shader pipeline,
      The legacy code uses glVertexPointer(), glColorPointer(), glNormalPointer() and glTexCoordPointer() to supply the vertex information.
      I know that it should be using setVertexAttribPointer() etc to clearly define the layout but that is not an option right now since the legacy code can't be modified to that extent.
      I've got a version 330 vertex shader to somewhat work:
      #version 330 uniform mat4 osg_ModelViewProjectionMatrix; uniform mat4 osg_ModelViewMatrix; layout(location = 0) in vec4 Vertex; layout(location = 2) in vec4 Normal; // Velocity layout(location = 3) in vec3 TexCoord; // TODO: is this the right layout location? out VertexData { vec4 color; vec3 velocity; float size; } VertexOut; void main(void) { vec4 p0 = Vertex; vec4 p1 = Vertex + vec4(Normal.x, Normal.y, Normal.z, 0.0f); vec3 velocity = (osg_ModelViewProjectionMatrix * p1 - osg_ModelViewProjectionMatrix * p0).xyz; VertexOut.velocity = velocity; VertexOut.size = TexCoord.y; gl_Position = osg_ModelViewMatrix * Vertex; } What works is the Vertex and Normal information that the legacy C++ OpenGL code seem to provide in layout location 0 and 2. This is fine.
      What I'm not getting to work is the TexCoord information that is supplied by a glTexCoordPointer() call in C++.
      Question:
      What layout location is the old standard pipeline using for glTexCoordPointer()? Or is this undefined?
       
      Side note: I'm trying to get an OpenSceneGraph 3.4.0 particle system to use custom vertex, geometry and fragment shaders for rendering the particles.
    • By markshaw001
      Hi i am new to this forum  i wanted to ask for help from all of you i want to generate real time terrain using a 32 bit heightmap i am good at c++ and have started learning Opengl as i am very interested in making landscapes in opengl i have looked around the internet for help about this topic but i am not getting the hang of the concepts and what they are doing can some here suggests me some good resources for making terrain engine please for example like tutorials,books etc so that i can understand the whole concept of terrain generation.
       
    • By KarimIO
      Hey guys. I'm trying to get my application to work on my Nvidia GTX 970 desktop. It currently works on my Intel HD 3000 laptop, but on the desktop, every bind textures specifically from framebuffers, I get half a second of lag. This is done 4 times as I have three RGBA textures and one depth 32F buffer. I tried to use debugging software for the first time - RenderDoc only shows SwapBuffers() and no OGL calls, while Nvidia Nsight crashes upon execution, so neither are helpful. Without binding it runs regularly. This does not happen with non-framebuffer binds.
      GLFramebuffer::GLFramebuffer(FramebufferCreateInfo createInfo) { glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo); textures = new GLuint[createInfo.numColorTargets]; glGenTextures(createInfo.numColorTargets, textures); GLenum *DrawBuffers = new GLenum[createInfo.numColorTargets]; for (uint32_t i = 0; i < createInfo.numColorTargets; i++) { glBindTexture(GL_TEXTURE_2D, textures[i]); GLint internalFormat; GLenum format; TranslateFormats(createInfo.colorFormats[i], format, internalFormat); // returns GL_RGBA and GL_RGBA glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, createInfo.width, createInfo.height, 0, format, GL_FLOAT, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); DrawBuffers[i] = GL_COLOR_ATTACHMENT0 + i; glBindTexture(GL_TEXTURE_2D, 0); glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, textures[i], 0); } if (createInfo.depthFormat != FORMAT_DEPTH_NONE) { GLenum depthFormat; switch (createInfo.depthFormat) { case FORMAT_DEPTH_16: depthFormat = GL_DEPTH_COMPONENT16; break; case FORMAT_DEPTH_24: depthFormat = GL_DEPTH_COMPONENT24; break; case FORMAT_DEPTH_32: depthFormat = GL_DEPTH_COMPONENT32; break; case FORMAT_DEPTH_24_STENCIL_8: depthFormat = GL_DEPTH24_STENCIL8; break; case FORMAT_DEPTH_32_STENCIL_8: depthFormat = GL_DEPTH32F_STENCIL8; break; } glGenTextures(1, &depthrenderbuffer); glBindTexture(GL_TEXTURE_2D, depthrenderbuffer); glTexImage2D(GL_TEXTURE_2D, 0, depthFormat, createInfo.width, createInfo.height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glBindTexture(GL_TEXTURE_2D, 0); glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depthrenderbuffer, 0); } if (createInfo.numColorTargets > 0) glDrawBuffers(createInfo.numColorTargets, DrawBuffers); else glDrawBuffer(GL_NONE); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) std::cout << "Framebuffer Incomplete\n"; glBindFramebuffer(GL_FRAMEBUFFER, 0); width = createInfo.width; height = createInfo.height; } // ... // FBO Creation FramebufferCreateInfo gbufferCI; gbufferCI.colorFormats = gbufferCFs.data(); gbufferCI.depthFormat = FORMAT_DEPTH_32; gbufferCI.numColorTargets = gbufferCFs.size(); gbufferCI.width = engine.settings.resolutionX; gbufferCI.height = engine.settings.resolutionY; gbufferCI.renderPass = nullptr; gbuffer = graphicsWrapper->CreateFramebuffer(gbufferCI); // Bind glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo); // Draw here... // Bind to textures glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, textures[0]); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, textures[1]); glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, textures[2]); glActiveTexture(GL_TEXTURE3); glBindTexture(GL_TEXTURE_2D, depthrenderbuffer); Here is an extract of my code. I can't think of anything else to include. I've really been butting my head into a wall trying to think of a reason but I can think of none and all my research yields nothing. Thanks in advance!
    • By Adrianensis
      Hi everyone, I've shared my 2D Game Engine source code. It's the result of 4 years working on it (and I still continue improving features ) and I want to share with the community. You can see some videos on youtube and some demo gifs on my twitter account.
      This Engine has been developed as End-of-Degree Project and it is coded in Javascript, WebGL and GLSL. The engine is written from scratch.
      This is not a professional engine but it's for learning purposes, so anyone can review the code an learn basis about graphics, physics or game engine architecture. Source code on this GitHub repository.
      I'm available for a good conversation about Game Engine / Graphics Programming
  • Popular Now