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Squirrel

open GL or DX???

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Which one is better? I hope the answer is Open GL because that stuff actually compiles with my cheap compiler (Borland c++). This compiler of mine does not even try to compile directX code. It will trow 26 errors right off the bat. No question asked. Is there something like directdraw for openGL? I want to be able to used 2d graphics for now. I find that for the games I want to start making, 2d will be better. Thanks! Ryan

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Neither is better. It''s all about personal preference really.

I prefer OpenGL. I spent four months working with DirectX and still can''t make it do what I want reliably. I''ve been working with OpenGL for a couple weeks and am really starting to understand the basics.

If you want to do 2d, then you can use OpenGL''s orthographic projection. Check out nehe.gamedev.net for info on that.

If you need more, search the forums.

I wanna'' ride on the pope mobile.

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Hey, My angine useses id going to use Direct3D, DirectDraw,DIB,Ogl... the works. I will use this method by uatalizing dll interfaces.

AfTeRmAtH

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I like stories.

The fanatic is incorruptible: if he kills for an idea, he can just as well get himself killed for one; in either case, tyrant or martyr, he is a monster.
--EM Cioran

Opere Citato

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You should not have any problems with Borland and DirectX. Here is the libraries for DX8:
http://www.geocities.com/foetsch/cbuilder.htm
If you still get errors so post them in the DirectX forum so other Borland users may help you.

I would avoid DirectDraw anyway. It is not very easy and not very fast. In the case you want to create 2D games and do not need high resolution is it perhaps better to use a wrapper like SDL or similar. Makes things easier.

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I''ll stick with OpenGL then, I used it a bit and it''s not that complicated. The only thing I find is that it can be long when involving creating allot of things though but I''ll get used to it.

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2D sprites. hmm, let me see. a quad (primitive) with a texture (sprite). pretty simple. just use the glOrtho function for the projection matrix and leave the modelview matrix as the identity.

this question is getting kinda old. seriously, part of programming is determining a solution through trial and error. nothing wrong with asking questions, but this is ridiculous.

peace.

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quote:
Original post by masonium
aftermath, how do you use OGL and D3D together? Isn''t that what you said?


Id say he means having his renderer functions in a DLL, which is dynamically loaded. This way he can code a version in D3D, and one in OGL, etc, and just load whichever the user wants to use.

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