From: H. H. <hen...@gm...> - 2008-08-25 17:44:59
|
I had an idea that we could fork from GLFW, strip it to the minium needs of the SDK and maybe tweak the API a bit to make it more streamlined into our style. This would have the following benefits: - we have our own windowing layer that we can control, yet don't need to implement it from scratch - we don't depend on external dependencies We could also ask from the author of GLFW, if s/he would like to join our SDK project as the maintainer-developer of the GLFW-fork. The windowlib is not yet the topic but we should give this possibility a serious thought. On Mon, Aug 25, 2008 at 6:29 PM, Henri Häkkinen <hen...@gm...> wrote: > GLFW/GLUT is the thing we should use if they can get a OpenGL3 support and > our extlib can tap into it. > > > On Mon, Aug 25, 2008 at 11:32 AM, Stefanos A. <sta...@gm...> wrote: > >> 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. >> >> >> ------------------------------------------------------------------------- >> This SF.Net email is sponsored by the Moblin Your Move Developer's >> challenge >> Build the coolest Linux based applications with Moblin SDK & win great >> prizes >> Grand prize is a trip for two to an Open Source event anywhere in the >> world >> http://moblin-contest.org/redirect.php?banner_id=100&url=/ >> _______________________________________________ >> Glsdk-devel mailing list >> Gls...@li... >> https://lists.sourceforge.net/lists/listinfo/glsdk-devel >> > > > > -- > Henri 'henux' Häkkinen > > -- Henri 'henux' Häkkinen |