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Pennywise1911

OpenGL Is a framework a good idea?

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Pennywise1911    100
Hi!

I started programming OpenGL with C/C++ or Objective-C (Same like C but with Objects and only good on a Mac) and I saw the framework GLFW sometimes. I think it is some kind of jogl for Java but I don't know if it is a good idea to use. I have to problems now: I like to know what's going on. I don't want to use some functions like "renderCube(points[]);" and be happy because I have a nice cube. I want to know how the framework did stuff like that. Well... I think it is a bad idea for me to use stuff like this at the beginning, isn't it? But maybe it's enough to know the theory because you always use stuff like glfw if you made some experience with OpenGl?

And thats my second question: Is it a good idea to use framework like GLFW? I don't want to be dependent on the framework developer because I saw a lot of nice projects that died. But if I can save A LOT OF time, it can be an option.

I hope you guys can help me with this question because I want to start quickly with my own small 2D games =D

faithfully P.

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capricorn    139
AFAIK, GLFW doesn't do any OpenGL work for you (it certainly doesn't draw cubes [img]http://public.gamedev.net/public/style_emoticons/default/wink.gif[/img] ), but minimizes the fuss with GL context creation (which is not always a good idea, but OK for starters), and provides simple to use (and cross-platform) API to work with system stuff like user input (which is often a good idea). For small to medium projects, you'll find it most satisfactory. Analagous frameworks are even used in commercial projects (Amnesia, for example, runs on SDL).
Simply put, libraries like GLFW, SDL or GLUT help you spend your time on actual application (i.e. OpenGL) code rather than on digging through various API docs on how to get keyboard status or load image of some peculiar format. As I see it, this is exactly what you're looking for, no?

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