Encapsulating Win32 code for game
Hey,
I''m looking to make a game using a maximized screen (such as quake 2), although all this Win32 code garbage is getting in the way.
I am fairly new to OpenGL, so I want to simplify my code, and seperate the Win32 from the OpenGL stuff. I am thinking of making a function that instantiates a maximzied window and have the function as a header file so that instead of having 70 odd lines or so of window initialization I will just have a function call that will handle all of that.
So what I am basically looking for is some code for the instantiation of a maximized window that can be used for OpenGL. Anyway, if the screen is going to maximized, where does Win32 play a part? Thanks.
>> Reiken
You can alway look on it from other side. You can put win functions in separate files but you can put opengl in separate file and act like it's main
. Also check glut. It simplifies win32 stuff totally. If you don't need some powerful stuff I suggest using that library.
[edited by - pleja on April 4, 2003 5:59:27 PM]

[edited by - pleja on April 4, 2003 5:59:27 PM]
Yeah I have heard a bit abouit GLUT, I am not to interested to use that library. My real question is, where can I get some code to make my program fullscreen? like quake 2, halflife and be able to manipulate it''s resolution?
>> Reiken
>> Reiken
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