From: Stefanos A. <sta...@gm...> - 2008-08-25 08:32:15
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On Sun, 2008-08-24 at 21:36 +0300, =?ISO-8859-1?Q? Henri_H=E4kkinen _ wrote: > I think having a simple menu bar would also be beneficial for the > demos, as you could change some of the demo parameters from that > interface. Such as, back face culling, front face winding etc. This is > open for a debate. > > On Sun, Aug 24, 2008 at 9:22 PM, Jason McKesson <ko...@gm...> > wrote: > Henri Häkkinen wrote: > > - windowing system abstraction? Candidates; GLUT and GLFW. > we could > > also choose to implement our own windowlib that woudl > integrate into > > our GLE. This library would have features for opening > windows, > > creating simple menu bars, input processing etc. > > Creating a window with an OpenGL context is the limit of what > we should > provide. > > Now, that being said, there is something to be said for being > able to > handle input to some degree. This is mostly for examples and > demos, so > it can wait. When you implement all this, you are basically left with a less portable, buggier(*) version of GLFW/GLUT. There's really no good reason to avoid GLFW - it follows the GL naming conventions, is lightweight, simple and to the point: glfwInit(); /* w h r g b a d s GLFW_WINDOW */ glfwOpenWindow(640, 480, 8, 8, 8, 8, 16, 0, GLFW_FULLSCREEN); while (glfwGetKey() != GLFW_KEY_ESC) /* Callbacks supported too */ glfwSleep(0.01); glfwTerminate(); Which covers everything the sdk samples are going to need. (*) Just look at the source code of GLFW. They work around several win32/x11/osx bugs so that the library works the same everywhere. Speaking from experience, this is no easy feat. |