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OpenGL : GLEW or Qt or else ?

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#1 rXpSwiss   Members   


Posted 14 July 2014 - 01:31 PM



I bought the OpenGL red book and shaders orange book.But I want to know which GUI library I should use with OpenGL or what is best for all platforms. GLEW, Qt, something else ?

I can say that I know myself around C++ but I have the most experience with Java otherwise, so any suggestion or advice is welcome.



#2 Brother Bob   Moderators   


Posted 14 July 2014 - 01:55 PM

You probably want GLFW instead of GLEW, since GLEW is not a GUI library at all. However, GLFW is not much of a GUI library either, really, but rather a relatively simple rendering window and input wrapper but no widgets; only the basic rendering and input frameworks. On the other end, Qt is a complete GUI framework as well. It's not really fair to compare the two. For a lightweight wrapper, both GLFW and SDL are popular.


Another question though; if you are more experienced with Java, have you considered using Java? There are frameworks such as LWJGL that may be of interest to you. I haven't used Java at all though, so I cannot comment on it.

Edited by Brother Bob, 14 July 2014 - 01:55 PM.

#3 xenobrain   Members   


Posted 14 July 2014 - 06:37 PM

Qt is too heavy for OpenGL work unless you are building an editor or something otherwise very GUI focused.


As mentioned, GLEW is not a GUI library but as it's name suggests an extension loader.  You'll want to use it (or one of these http://www.opengl.org/wiki/OpenGL_Loading_Library) for any desktop platform (Win/Mac/Linux) work, so keep it around.


GLFW is still IMO a little too GLUT-like, that is to say convenient at first restricting in the long run.  That's fine for experimental or demo code though which seems to be what you're doing?


SDL & SFML are similar beasts with SFML having a nice C++ API, a little higher level abstraction with more features and a little less tested with fewer supported platforms vs SDL having a nice C API, being a little thinner abstraction, having a few less features, being more widely tested and supported on more platforms.


I generally recommend SDL as a platform abstraction layer (if not needing drawing functionality) due to better platform support, testing and it's corporate backing, but SFML has a particularly friendly, helpful and engaged community if that's a consideration.

Edited by xenobrain, 14 July 2014 - 06:39 PM.

#4 rXpSwiss   Members   


Posted 15 July 2014 - 06:03 AM

So SDL would be better for learning opengl (small test code, etc) and working on windows and linux ? As long as SDL gives a way to create window, handle input mouse/keyboard/controller and enough features to begin opengl/GLSL (and switch later if not enough) I'm happy.


I thought about opengl on Java but it is really not what I want since C++ or C# are really more used in games than Java.


Oh and do any of you know anything that can help me code shaders ? For example Microsoft VS2013 can handle shaders but only for directx not GLSL is there any software or plugin with code highlighter for VS2013 or Netbeans or Eclipse or else ?

Edited by rXpSwiss, 15 July 2014 - 06:07 AM.

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