On 10/1/2011 4:04 PM, Kartik Thakore wrote:
Hey Chris,
How do I make SDL an interface for POGL?
https://github.com/PerlGameDev/POGL/commit/4ed41515474f67cb2af553be9cf0132741594a40
I want to turn off GLUT and all that when SDL is chosen.
The easiest way it to just ignore the glut stuff.
The current build uses GLUT/FreeGLUT to build but
after that you can use all the OpenGL and GLU
stuff independent of your choice for window/context
creation.
My current plan is to refactor the POGL build to
use GLEW (or GLee) to generate the OpenGL bindings
and to implement some convenience routines/methods
to simplify use of the routines from other GUIs and
their window+context environments.
I thought SDL already had support for creating
windows with OpenGL contexts in them? If so
you just create the context and then use the
POGL bindings to the OpenGL API to do your
drawing...
Also in the TODO I noticed you wanted:
https://github.com/PerlGameDev/POGL/blob/SDL_interface/TODO#L28
common macro in one place.
In SDL we put this in one header, would that work?
Yes, but the challenge is the legacy code and
untangling the various macro constructs and reordering
which not breaking anything. I've started to look
at the GLEW stuff and I think some of the mess will
go away with the new approach (e.g., all constants
will be real perl constants, and all bindings will
be generated from the core GLEW headers which should
help keep things up-to-date and error free).
What do you need to do that you cannot already
do with SDL+POGL OpenGL?
--Chris