glut

Why is GLUT so bad?

|▌冷眼眸甩不掉的悲伤 提交于 2019-12-04 04:18:38
I've seen a lot of bad comments about GLUT, although openFrameworks uses it. Cinder developers have stated that they want to stay as far away from GLUT as possible... So what's so bad about it? You should never use the actual GLUT. It hasn't been updated since 2001 or so. FreeGLUT on the other hand is just fine; it is 100% backwards compatible with the original and is still in semi-active development. You may assume that any further references in this answer to "GLUT" to mean "FreeGLUT". Why the Cinder developers don't use it is obvious: because they're rewriting what it does. They're writing

Can someone explain how I can use Quanternions to use the mouse to look around like a FPS?

故事扮演 提交于 2019-12-03 17:19:11
Yesterday I asked: How could simply calling Pitch and Yaw cause the camera to roll? Basically, I found out because of "Gimbal Lock" that if you pitch + yaw you will inevitably produce a rolling effect. For more information you can read that question. I'm trying to stop this from happening. When you look around in a normal FPS shooter you don't have your camera rolling all over the place! Here is my current passive mouse func: int windowWidth = 640; int windowHeight = 480; int oldMouseX = -1; int oldMouseY = -1; void mousePassiveHandler(int x, int y) { int snapThreshold = 50; if (oldMouseX !=

new to OpenGL: glutMouseFunc

天大地大妈咪最大 提交于 2019-12-03 17:12:49
I'm trying to change the sphere position after a mouse click but it doesnt work when using the x and y from glutMouseFunc ,, here is the code : // #include "stdafx.h" #include <stdlib.h> #include <GL/glut.h> bool Cone=false , ConeSelected=false, Cube=false, CubeSelected=false, Sphere=false, SphereSelected=false, Teapot=false, TeapotSelected =false, Torus=false, TorusSelected=false; static float XSphere=0, YSphere=-1.5 ,ZSphere=0; void init(void) { GLfloat blankMaterial[] = {1.0, 0.0, 0.0}; GLfloat whiteDiffuseLight[] = {30}; glClearColor (0.0, 0.1, 0.2, 0.0); glClearDepth(1.0); glShadeModel

GLFW opens OpenGL 3.2 context but Freeglut can't - why?

大城市里の小女人 提交于 2019-12-03 14:19:35
I am working on a Mac, I've got FreeGlut compiled and installed, but I can't seem to get the OpenGL 3.2 context with it. However, I can get it without any problem while using GLFW. So in GLFW, this code works perfectly fine: glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3); glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 2); glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwOpenWindow(500, 500, 8, 8, 8, 8, 24, 8, GLFW_WINDOW) But with FreeGlut, this code fails(on glutCreateWindow ): glutInitContextVersion (3, 2); glutInitContextProfile(GLUT_CORE_PROFILE); glutInitWindowSize

Using GLUT with Visual C++ Express Edition

混江龙づ霸主 提交于 2019-12-03 13:33:48
问题 What are the basic steps to compile an OpenGL application using GLUT (OpenGL Utility Toolkit) under Visual C++ Express Edition? 回答1: If you don't have Visual C++ Express Edition (VCEE), download and install VCEE. The default install of Visual C++ Express Edition builds for the .Net platform. We'll need to build for the Windows platform since OpenGL and GLUT are not yet fully supported under .Net. For this we need the Microsoft Platform SDK. (If you're using an older version of VCEE, download

Glew problems, unresolved externals

和自甴很熟 提交于 2019-12-03 12:13:59
I want to start working with OpenGL 3+ and 4 but I'm having problems getting Glew to work. I have tried to include the glew32.lib in the Additional Dependencies and I have moved the library, and .dll into the main folder so there shouldn't be any path problems. The errors I'm getting are: Error 5 error LNK2019: unresolved external symbol __imp__glewInit referenced in function "void __cdecl init(void)" (?init@@YAXXZ) C:\Users\Mike\Desktop\Test Folder\ModelLoader through VBO\ModelLoader\main.obj ModelLoader Error 4 error LNK2019: unresolved external symbol __imp__glewGetErrorString referenced in

OpenGL Rotation

心不动则不痛 提交于 2019-12-03 12:03:39
I'm trying to do a simple rotation in OpenGL but must be missing the point. I'm not looking for a specific fix so much as a quick explanation or link that explains OpenGL rotation more generally. At the moment I have code like this: glPushMatrix(); glRotatef(90.0, 0.0, 1.0, 0.0); glBegin(GL_TRIANGLES); glVertex3f( 1.0, 1.0, 0.0 ); glVertex3f( 3.0, 2.0, 0.0 ); glVertex3f( 3.0, 1.0, 0.0 ); glEnd(); glPopMatrix(); But the result is not a triangle rotated 90 degrees. Edit Hmm thanks to Mike Haboustak - it appeared my code was calling a SetCamera function that use glOrtho. I'm too new to OpenGL to

Constant game speed independent of variable FPS in OpenGL with GLUT?

孤人 提交于 2019-12-03 08:40:22
问题 I've been reading Koen Witters detailed article about different game loop solutions but I'm having some problems implementing the last one with GLUT, which is the recommended one. After reading a couple of articles, tutorials and code from other people on how to achieve a constant game speed, I think that what I currently have implemented (I'll post the code below) is what Koen Witters called Game Speed dependent on Variable FPS , the second on his article. First, through my searching

What is the difference between FreeGLUT vs GLFW?

∥☆過路亽.° 提交于 2019-12-03 08:11:22
问题 My university started teaching a course which includes OpenGL programming. They make us use FreeGLUT to create a window and a context for OpenGL, but I found an online course at lynda.com about OpenGL in which they use GLFW instead of FreeGLUT. So I want to know which one should I use and what are the differences between the two? 回答1: FreeGLUT: Based on the GLUT API. GLUT has been around for about as long as OpenGL itself. Many tutorials and examples out there use GLUT. Takes care of

Using GLUT with Visual C++ Express Edition

 ̄綄美尐妖づ 提交于 2019-12-03 03:43:07
What are the basic steps to compile an OpenGL application using GLUT (OpenGL Utility Toolkit) under Visual C++ Express Edition? If you don't have Visual C++ Express Edition (VCEE), download and install VCEE . The default install of Visual C++ Express Edition builds for the .Net platform. We'll need to build for the Windows platform since OpenGL and GLUT are not yet fully supported under .Net. For this we need the Microsoft Platform SDK. (If you're using an older version of VCEE, download and install the Microsoft Platform SDK . Visual C++ Express Edition will need to be configured to build for