DirectX, OpenGL, MFC, Win32SDK?

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5 comments, last by McCade 24 years ago
I am new both to this forum and to OpenGL. In the past I have just done C/C++ code for Unix. I would like to get into graphics and windows. The tutorials that are on this page are great. But I was curious about what is best to learn. I can assume that DirectX probably works best with MFC, I may be wrong not sure. What does OpenGL work best with? I read some of the earlier posts but they did not seem to go anywhere. Can anyone tell me what is better and lay at the advantages and disadvantages? Thanks.
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Oh one more thing I should have said. I am mainly curious what works best with what. I have already heard the arguments about DirectX and OpenGL. Just curious if OpenGL should be done with MFC or with SDK and what DirectX should be done with. Thanks again.
I'll tell you how I understand all of this. Some things might be false, though, so feel free to add or correct anything, if it is relevant.

I do not think it matters which library you use since, well, they are only libraries. MFC is good (or bad, depending on the people) with both DirectX and OpenGL, since it has a completely different purpose. You can even mix everything without problem (Quake uses DirectX for inputs and sound, and OpenGL for graphics).

MFC (Microsoft Foundation Classes) is a user interface library (kinda like Gnome, on X) allowing "easy" creation of Windows controls (not especially suited for game, IMHO). Object oriented, it is dependent on the Windows platform.

OpenGL (Open Graphic Library) is a multiplatform, function-based (or procedural?), 3D library. It requires a good implementation, otherwise performances drops are significant. 3Dfx' Voodoo cards seem to have some issues with this library. With a good design, existing applications automatically take advantage of new features, such as T&L.

DirectX is a group of multimedia libraries (DirectInput, Direct3D, DirectDraw, DirectPlay, etc.) providing Windows-only functions. Like MFC, DirectX works with classes. Most 3D cards are compatible with D3D with pretty good performances, but older applications do not automatically use new 3D cards feature when they are implemented, unlike OpenGL.

You simply choose what suits you best.

Eric Laberge

Edited by - Demon Lord on 4/4/00 3:18:16 PM
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quote:Original post by Demon Lord

OpenGL (Open Graphic Library) is a multiplatform, function-based (or procedural?), 3D library. It requires a good implementation, otherwise performances drops are significant. 3Dfx'' Voodoo cards seem to have some issues with this library. With a good design, existing applications automatically take advantage of new features, such as T&L.



Actually, OpenGL is procedurally based. Just for your reference.



-- John d8?)

"No, really, I DO know it all!" <-- Yeah, Right!!
-- John d8?)"No, really, I DO know it all!" <-- Yeah, Right!!
Thanks for the info :-)
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Thank you for the information.

I am a proggramer
I am a programer
I am a prog...
I write code!
if your experience is on a unix platform what better to use than opengl?

why develop on windows in directx?

though i agree mixing things from both is the ticket. direct play is simple, and i find the graphics in ogl easy and fast to develop as well. they work nicely together.

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