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# OpenGL SDL, windows and opengl

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well ok after having the issue of glut and opengl cleaned up i have another api question for all you gurus out there - is sdl any good ? the reason i ask is this - the terrain engine im working will now be ported from dx8 to opengl for the rendering. BUT and its a big but, what am i to do for input and sound now ? i cant very well rely on windows msg handling and i really really dont want to have to use dx8''s input - although i like dinput, that makes it platform specific. ive been hearing about sdl - is it any good? is it another glut ? final question - if sdl wasnt about when q3 was written, what did the quake gods use to handle input ? '' That''s a nice little nothing you are almost wearing. ''

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I think SDL has a good reputation but I should have used your DirectInput code if the program only have to run on Windows. As far as I know does all commercial OpenGL games on Windows like Q3 use DirectInput.

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SDL does input too, and quite well at that.

To you it''s a Bently, to me it''s a blue car...
"Diddy"
P.Diddy

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quote:
Original post by Null and Void
SDL uses Direct Input in Windows .

No SDL uses DirectInput in Windows IF AVAILABLE. Otherwise it will use the Win32 API. True, DirectX ships with most versions of Windows, but not all!

(Ok, ok, I know it''s a small detail but I like correctness. )

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No problem with corrections . I would have put that, but I didn''t know it would fall back on the Win32 API myself .

[Resist Windows XP''s Invasive Production Activation Technology!]

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In my opinion SDL is very good. It''s pretty powerful, and it doesn''t get in your way (neither programming-wise nor performance-wise).

Sorry that I can''t give you any more substantial information, but I''d recommend you to just try it out. Write a little test application and see how you like it.

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