OpenGL Comparing opengl libraries like glut and others

Recommended Posts

Well since i havent worked in some time in opengl or coding for any sort i was researching most stuff over again to get myself up to speed, so i was going to ask the community what are the common things now, i mean normaly i know most ppl use or used GLUT for easy opengl development but with all the lastest developments in hardware and such does GLUT has gone a bit outdated or is still good to use in big projects or complicated stuffs like new terrain rendering, images, effects and such? is there anything new to use beside the new shading language opengl got out, or still using the opengl library with part of the glsl and such is the best way to go?

Share on other sites
For the most part, people seem to have stopped using GLUT due to that fact that is outdated, no longer supported, and still hasn't been open-sourced by the developer.

Share on other sites
SDL is probably your best bet for an easy way to get back into opengl programming.

Share on other sites
That very page you link to contains the notice that

Quote:
 GLUT is not open source. Mark Kilgard maintains the the copyright. There are a number of newer and open source alternatives.

The source is available, but depending on what you define "open source" to be, this may or may not qualify. The source code itself prominently displays the notice:

Quote:
 /* This program is freely distributable without licensing fees and is provided without guarantee or warrantee expressed or implied. This program is -not- in the public domain. */

A cursory glance over the source distribution did not reveal more specific licensing information (its not under the GPL or LGPL, for example). Not being a lawyer or particularly familiar with licensing issues, I can only assume this means that, while you can look at, and recompile, the GLUT library, you aren't really allowed to change it and redistribute it or call it your own.

Share on other sites
GLFW is an alternative to SDL that might be worth looking into. Drew Benton did a a comparison between the two which seems to be down now. Here is the google cache.

Share on other sites
ty for all the inputs they are really helpfull, but in this case what about not using a library at all, just using the opengl and thats all

Share on other sites
in that case you will have to come up with the window interface and input system yourself.

To be honest, unless you have a specific reason for wanting todo that and all the work it requires I'd not bother and stick with one of the ones named above <pimp>or even take a look at my own window framework, which I admit is only Win32 compatible right now due to a lack of a linux box...</pimp>

Share on other sites
great ty i will see into one of this in any case any more inputs are welcome

Share on other sites
I run on a Mac, so comparissons come out slightly different.

First off, GLUT is an imediate down, it is antique at this point, and requiring you to hand control of your program to a never-returning main loop is just plain nasty.

SDL is quite nice, but window initialisation is very verbose, and I never use most of the other features (2D graphics, audio, etc.). It also lets you poll for input, and has full keyboard support (including international keyboards, and other mappings).

GLFW is almost perfect as a windowing enviroment, except for one small flaw: it doesn't let you prevent the window from being resized by the user when in windowed mode (or even constrain the resize to a fixed aspect ratio). This is a real pain, as none of my projects let the user randomly mess with the aspect ratio).

Share on other sites
umm nice, i wanted to know if i use sdl or other, would it be simple to port for different things, like mac, linux and others, i use windows so i know it will be usable in win, but what about the others?

Share on other sites
I'll have to collect my thoughts before responding this thread (as well as think about why I haven't updated my article yet), but -

Quote:
 Original post by swiftcoderGLFW is almost perfect as a windowing enviroment, except for one small flaw: it doesn't let you prevent the window from being resized by the user when in windowed mode (or even constrain the resize to a fixed aspect ratio). This is a real pain, as none of my projects let the user randomly mess with the aspect ratio).

Luckily this little flaw can be easily fixed (Win32):

1. Line 773 of win32_window.c contains the line: dwstyle |= WS_OVERLAPPEDWINDOW;

2. All you need to do is change it to use a window style that does not allow resizing. I used: dwstyle |= (WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX);

If you want the new project, here it is. (The binary is in the _BIN folder, I used the 'nmake win32-msvc' command to build it, but there is also a VC7.1 project file if you need to compile it though VS and not via CL)

Here is a test project:
#include <stdlib.h>#include "glfw.h"#pragma comment ( lib, "Opengl32.lib" )#pragma comment ( lib, "glu32.lib" )#pragma comment ( lib, "GLFW.lib" )int main(int argc, char* argv[]){	if(glfwInit() != GL_TRUE)	{		return -1;	}	if(glfwOpenWindow(640, 480, 0, 0, 0, 0, 0, 0, GLFW_WINDOW) != GL_TRUE )	{		glfwTerminate();		return -1;	}	glMatrixMode(GL_PROJECTION);	glLoadIdentity();	glFrustum(.5, -.5, -.5 * ((float)480.0f) / 640.0f, .5 * ((float)480.0f) / 640.0f, 1, 50);	glMatrixMode(GL_MODELVIEW);	while(glfwGetWindowParam(GLFW_OPENED) && !glfwGetKey(GLFW_KEY_ESC))	{		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);		glLoadIdentity();		/****************************************/		glTranslatef(0, 0, -5);		glColor3f(0.5f, 0.5f, 1.0f);		glBegin(GL_QUADS);			glVertex3f(-1.0f, 1.0f, 0.0f);			glVertex3f( 1.0f, 1.0f, 0.0f);			glVertex3f( 1.0f,-1.0f, 0.0f);			glVertex3f(-1.0f,-1.0f, 0.0f);		glEnd();		/****************************************/		glfwSwapBuffers();	}	glfwTerminate();	return 0;}

And a screenshot, which shows how there is no resize window style any more (or maximize either)

Share on other sites
Quote:
Original post by Drew_Benton
Quote:
 Original post by swiftcoderGLFW is almost perfect as a windowing enviroment, except for one small flaw: it doesn't let you prevent the window from being resized by the user when in windowed mode (or even constrain the resize to a fixed aspect ratio). This is a real pain, as none of my projects let the user randomly mess with the aspect ratio).

Luckily this little flaw can be easily fixed (Win32):

Thanks for that, but I really don't wan't to mod someone elses source for each platform.

Share on other sites
thank you so much everyone for all the post

Share on other sites
Quote:
 Original post by Odin1985Well since i havent worked in some time in opengl or coding for any sort i was researching most stuff over again to get myself up to speed, so i was going to ask the community what are the common things now, i mean normaly i know most ppl use or used GLUT for easy opengl development but with all the lastest developments in hardware and such does GLUT has gone a bit outdated or is still good to use in big projects or complicated stuffs like new terrain rendering, images, effects and such? is there anything new to use beside the new shading language opengl got out, or still using the opengl library with part of the glsl and such is the best way to go?

I use SDL. GLUT is terribly outdated and a bit rubbish anyway. About the only thing it has over SDL is that it can display multiple windows. Its keyboard handling totally sucks, though, and renders it effectively useless for games, as far as I'm concerned. Freeglut is a little better in this regard, but still won't report the use of interesting keys like control or shift (there's glutGetModifiers, but that can only be used when you're pressing another key or mouse button -- you can't simply respond to the user tapping the control key).
Quote:
Original post by Kambiz
Quote:
 Original post by swordfish..., and still hasn't been open-sourced by the developer.

GLUT is open source, you can download the sorce code from here:http://www.opengl.org/resources/libraries/glut/

From that very page:
Quote:
 GLUT is not open source. Mark Kilgard maintains the the copyright. There are a number of newer and open source alternatives.

Create an account

Register a new account

• Forum Statistics

• Total Topics
627770
• Total Posts
2979002
• Similar Content

• Hello! As an exercise for delving into modern OpenGL, I'm creating a simple .obj renderer. I want to support things like varying degrees of specularity, geometry opacity, things like that, on a per-material basis. Different materials can also have different textures. Basic .obj necessities. I've done this in old school OpenGL, but modern OpenGL has its own thing going on, and I'd like to conform as closely to the standards as possible so as to keep the program running correctly, and I'm hoping to avoid picking up bad habits this early on.
Reading around on the OpenGL Wiki, one tip in particular really stands out to me on this page:
For something like a renderer for .obj files, this sort of thing seems almost ideal, but according to the wiki, it's a bad idea. Interesting to note!
So, here's what the plan is so far as far as loading goes:
Set up a type for materials so that materials can be created and destroyed. They will contain things like diffuse color, diffuse texture, geometry opacity, and so on, for each material in the .mtl file. Since .obj files are conveniently split up by material, I can load different groups of vertices/normals/UVs and triangles into different blocks of data for different models. When it comes to the rendering, I get a bit lost. I can either:
Between drawing triangle groups, call glUseProgram to use a different shader for that particular geometry (so a unique shader just for the material that is shared by this triangle group). or
Between drawing triangle groups, call glUniform a few times to adjust different parameters within the "master shader", such as specularity, diffuse color, and geometry opacity. In both cases, I still have to call glBindTexture between drawing triangle groups in order to bind the diffuse texture used by the material, so there doesn't seem to be a way around having the CPU do *something* during the rendering process instead of letting the GPU do everything all at once.
The second option here seems less cluttered, however. There are less shaders to keep up with while one "master shader" handles it all. I don't have to duplicate any code or compile multiple shaders. Arguably, I could always have the shader program for each material be embedded in the material itself, and be auto-generated upon loading the material from the .mtl file. But this still leads to constantly calling glUseProgram, much more than is probably necessary in order to properly render the .obj. There seem to be a number of differing opinions on if it's okay to use hundreds of shaders or if it's best to just use tens of shaders.
So, ultimately, what is the "right" way to do this? Does using a "master shader" (or a few variants of one) bog down the system compared to using hundreds of shader programs each dedicated to their own corresponding materials? Keeping in mind that the "master shaders" would have to track these additional uniforms and potentially have numerous branches of ifs, it may be possible that the ifs will lead to additional and unnecessary processing. But would that more expensive than constantly calling glUseProgram to switch shaders, or storing the shaders to begin with?
With all these angles to consider, it's difficult to come to a conclusion. Both possible methods work, and both seem rather convenient for their own reasons, but which is the most performant? Please help this beginner/dummy understand. Thank you!

• I want to make professional java 3d game with server program and database,packet handling for multiplayer and client-server communicating,maps rendering,models,and stuffs Which aspect of java can I learn and where can I learn java Lwjgl OpenGL rendering Like minecraft and world of tanks

• A friend of mine and I are making a 2D game engine as a learning experience and to hopefully build upon the experience in the long run.

-What I'm using:
C++;. Since im learning this language while in college and its one of the popular language to make games with why not.     Visual Studios; Im using a windows so yea.     SDL or GLFW; was thinking about SDL since i do some research on it where it is catching my interest but i hear SDL is a huge package compared to GLFW, so i may do GLFW to start with as learning since i may get overwhelmed with SDL.
-Questions
Knowing what we want in the engine what should our main focus be in terms of learning. File managements, with headers, functions ect. How can i properly manage files with out confusing myself and my friend when sharing code. Alternative to Visual studios: My friend has a mac and cant properly use Vis studios, is there another alternative to it?

• Both functions are available since 3.0, and I'm currently using glMapBuffer(), which works fine.
But, I was wondering if anyone has experienced advantage in using glMapBufferRange(), which allows to specify the range of the mapped buffer. Could this be only a safety measure or does it improve performance?
Note: I'm not asking about glBufferSubData()/glBufferData. Those two are irrelevant in this case.
• By xhcao
Before using void glBindImageTexture(    GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format), does need to make sure that texture is completeness.

• 11
• 10
• 10
• 23
• 14