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bloodhound23

OpenGL OpenGL without X11

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You'd use the standalone Mesa3D library, without any sort of hardware acceleration. It would suck. Why would you do such a thing, though?

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Original post by bloodhound23
So, I should use x11 with my apps? Ok, can you point me to some kind of manual for programming opengl apps in linux?


If you use something like GLUT, you just go at it.. if you mean pure openGL with no wrappers.. well, tell me when you find a link. Also why would you not want to use X11/X.org?

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Glxgears.c. Check make_window() and main() on how to create an OpenGL window. Mesa User Guide. You'll also need the xlib reference: http://tronche.com/gui/x/xlib/. For fullscreen modes, check GLFW's x11_window.c.

You can also take a look at SDL or FreeGlut source code. Or, if you prefer managed code (C#), check OpenTK's X11GLNative.cs.

These should be enough for starters. ;)

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Oh, come on, just use SDL that will do all windowing for you in 2 or 3 calls also it can handle controls(keyboard, mouse, joysticks, etc), sound, threads timers, etc.
I think SDL is much better than GLUT(my opinion).

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I would also recommend using SDL (or similar) unless there's Xlib functionality you need which they don't offer (I'm not aware of any SDL-like libraries that support multiple monitors properly, for example). Pretty much all of the big-name Linux ports for Id, Epic and the like use SDL so it's not like it's not a 'proper' way to do it. [smile]

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(I'm not aware of any SDL-like libraries that support multiple monitors properly, for example)

See sig (but that's for .Net/Mono languages).

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Original post by Dospro
Oh, come on, just use SDL that will do all windowing for you in 2 or 3 calls also it can handle controls(keyboard, mouse, joysticks, etc), sound, threads timers, etc.
I think SDL is much better than GLUT(my opinion).


QFT.
Go with SDL.

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Quote:
Original post by speciesUnknown
Quote:
Original post by Dospro
Oh, come on, just use SDL that will do all windowing for you in 2 or 3 calls also it can handle controls(keyboard, mouse, joysticks, etc), sound, threads timers, etc.
I think SDL is much better than GLUT(my opinion).


QFT.
Go with SDL.


QFT2.

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GNOME is a Desktop Enviromnent, it has nothing to do with OpenGL, X11 and GLX is the thing that does OpenGL context management and such stuff needed to use OpenGL under X11.

As said, SDL provides an abstraction to X11/GLX so you can use OpenGL with few function calls (And abstracted from the windowing system).

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Original post by bloodhound23
How can I do OpenGL with GNOME? Tutorial?


You just use Gtkglext... but really it's a deficient library, the "best" way would be to get the x11 window from a gtk widget you were planning to draw on and then to use glx calls to draw on it. (note "best" in this case is very subjective, I just hate the system gtkglext would force you to use (set a timer for a set interval which calls the rendering function) )

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SDL. I started a project recently and it's working perfectly. After a few initial calls it's just like using opengl on windows.

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