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Why do we NOT TO USE the GLAUX Library?

Started by January 25, 2002 05:28 PM
16 comments, last by Asarch 23 years, 1 month ago
you can do easy spheres using GLaux, by using auxSolidSphere() with the radius as a float parameter.
Mark Kilgard''s GLUT makes GLaux obsolete. It does everything GLAux can do, plus it''s platform-independant, handles input, and does all the hard parts, like initialising the display and stating a pixel format descriptor.
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But GLUT has many cons too... For instance I believe it''s slow... I don''t think any "professional" game uses it... (Please don''t take this as that I do not find your games professional )

I want to switch to using none... Neither GLaux nor GLUT
Everything you can do with GLAux you can do for yourself. Is drawing spheres realy thst hard? And bmp files are realy not very useful format to use.

There are more worlds than the one that you hold in your hand...
You should never let your fears become the boundaries of your dreams.
Hi,

Since this is a frequent question, I''ve posted an explaination of why not to use the GLAUX Library in a bit more detail.


http://pws.prserv.net/mfcogl/Glaux%20-%20%20MFC%20&%20OpenGL%20Page.htm

Also if you''re looking for a replacement for a bitmap loader, Jason Allen has posted (see Nehe''s "News" ) an update to his bitmap loader (glBMP) which loads jpeg, tga, png in addition to bmps.

>>But GLUT has many cons too... For instance I believe it''s slow<<

this is a misconception, one problem though it does have is it has no exit code (there are gluthacks though that add this)
btw spheres are done with glutSolidSphere(radius, stack, slices )

personally use sdl (libsdl.org) many programs use it eg quake3 on linux (which btw runs faster than the windows version strangely) its crossplatform the codes as fast as youre gonna write and it supports various things as well other than graphics eg input/sound etc
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It isn''t slow. Look at the source code.


The main problems with glaux is as follows
1) platfrom specific (written for windows by a microsoft guy for microsoft windows opengl)
2) memory problems - mainly with the destruction of its created objects suhc as the sphere and teapot
3) when the memory gets bad and you make a sphere and you get a teapot

Ways to solve this:
Go and download the modified (fixed) source code of GLAUX and recompile it.

auxDIBLoadImage will only work if you include the windows headers though. Lots of code in it for the DIB image. Something to do with similarity with DirectX functions, thats what the source said anyway.



Beer - the love catalyst
good ol'' homepage
Beer - the love catalystgood ol' homepage
second solution

since the memory problems are with model creation (the teapot, sphere etc) you can use the original glaux for the non-stuffed-up-memory functions like the image laoding.



Beer - the love catalyst
good ol'' homepage
Beer - the love catalystgood ol' homepage

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