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OpenGL OpenGL in linux

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Marvin    127
SDL :o)

Glut while good dosnt provide the functionality of SDL and is slower but easier(ish). SDL provides lots of useful things, esspecialy threading

I use SDL and find any program i create using SDL will work in windows and Linux without any (or few) modifications and #fdefs.

As for glx, i havnt tried this as portability has always been a concern.

as for the information part libsdl has a few examples, plus check out the SDL versions of the NeHe tutorials.

Edited by - Marvin on July 31, 2001 6:19:46 PM

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wolfman8k    140
Use AllegroGL!

It allows the same code to be compiled under windows and linux. It also let''s you have keyboard and sound access plus timers and everything else you need for a game.

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Julio    116
Allegro is good, but imho there''s a little too much overhead in Allegro for a somewhat advanced game engine. I''ve tried AllegroGL. It''s cool, but it runs at inconsisten speeds. One time it''ll use hardware accel. and the next time it won''t. really wierd.

How many Microsoft employees does it take to screw in a light bulb?
None, they just declare drakness as a new standard.

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Marvin    127
"is it LGPL? I can''t use anything under the GPL."

in that case your stuck with writing native apps more or less :o)

SDL is LGPL so still may be suitable

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wolfman8k    140
Allegro''s license is the best: you can do anything u want with it. I''m not sure about allegroGL''s but it''s probably similar.

As for it being slow and not getting hardware accel, that was only a problem in the verly old versions. now it works very fast. Check out this first person shooter made with it:

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cone3d    150
I reccommend you use SDL. It''s good, fast, easy to use, has a lot of nifty stuff and your code will be portable to linux, windows, mac and beos. Check my site to see how to get SDL and GL running in linux and windows.


-> soon

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brettporter    122
Portalib! :D (LGPL)
Ok, blatant plug. It uses GLX.
You could also use it to have a look at how its done. Otherwise I''d suggest SDL (different objectives, PortaLib has more model, texture, etc. functionality).

Brett Porter
PortaLib3D : A portable 3D game/demo libary for OpenGL

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krogoth    122
I''m doing most of the management in the game engine, so Portalib may not be right for me.. just out of interest, you must have a .bmp loader, right? How many formats can it read? When I implemented the bmp loader I printed out some specs and implemented eveery possible format The engine, as you may have figured out by now, is not OSS, but if you want I can share that code with you for the improvement of portalib.

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