ditching glu
jacksonh - saw that same bit of code in the newly released quake2 source too. Im using glFrustrum in the same manner now. Only glu call i have left is glBuild2DMipmaps() which should be easy enough to implement with base gl.h calls...
The last two issues of Game developer have had a great series on mip mapping.
The best thing about GLU is the auxLoadDIB function (or whatever it is). Saves so much code.
Beer - the love catalyst
good ol'' homepage
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Beer - the love catalyst
good ol'' homepage
Beer - the love catalystgood ol' homepage
Saves so much code?
Or should that read ....
Saves understanding what''s going on?
LEARN LEARN LEARN ...
Then you will get somewhere!
Or should that read ....
Saves understanding what''s going on?
LEARN LEARN LEARN ...
Then you will get somewhere!
auxLoadDIB isn''t part of GLU anyway. The function you''re thinking of it part of GLaux. GLaux is a horrible, buggy, unsupported, platform dependent library and should be avoided in general. After all, how hard is it to actually load a bitmap?
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yeah, I realised that after I logged off last night.
for post two up - it does save code. Whats better, using one simple call or having to write your own code to sort through 20 something different formats of bmp files.
Beer - the love catalyst
good ol'' homepage
for post two up - it does save code. Whats better, using one simple call or having to write your own code to sort through 20 something different formats of bmp files.
Beer - the love catalyst
good ol'' homepage
Beer - the love catalystgood ol' homepage
Dredge-Master has a good point. There are libraries out there much better than glaux though. Personally I prefer libTIFF, but libpng and libjpg are nice too.
I wrote several TGA and TIFF loaders before using libtiff. I believe in coding something by myself first, before using someone elses library. I like to know exactly how stuff works...
I wrote several TGA and TIFF loaders before using libtiff. I believe in coding something by myself first, before using someone elses library. I like to know exactly how stuff works...
I like using the libraries as it saves so much time indevelopement.
Only problem is that for most libraries, you can''t use them in commercial projects (or large educational ones either in some/most cases) which blows. Atleast glaux is free of that.
its the only reason why I don''t use glut, sdl and all those other ones.
Beer - the love catalyst
good ol'' homepage
Only problem is that for most libraries, you can''t use them in commercial projects (or large educational ones either in some/most cases) which blows. Atleast glaux is free of that.
its the only reason why I don''t use glut, sdl and all those other ones.
Beer - the love catalyst
good ol'' homepage
Beer - the love catalystgood ol' homepage
quote:
Original post by Dredge-Master
its the only reason why I don''t use glut, sdl and all those other ones.
You can use SDL in commercial products (Loki''s done it a couple times). You have to include the SDL source code (not your source code) with your product and insure that you dynamically link to SDL (if you statically link you have to make sure to include your source code). Some other libraries I''m using that can be included in commercial products are ZLib and Vorbis File.
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