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Author Topic: Using OpenGL without additional libraries  (Read 2024 times)

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TechRogue

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Using OpenGL without additional libraries
« on: January 21, 2012, 06:55:47 am »
I want to expand my modest little engine to support basic 3D, so I've been looking around for some good OpenGL tutorials. Unfortunately, so far they've all been less than preferable for one of two reasons:
    Deprecated practices; fixed-function pipeline or glBegin / glEnd
    External libraries; GLUT, GLFW, etc


I'm using SFML2. Can anybody point me at a good resource that would allow me to learn modern OpenGL without using any other libraries?

If it's possible to use GLUT/GLFW in tandem with SFML, I'm not against that option.  :wink:

Laurent

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Using OpenGL without additional libraries
« Reply #1 on: January 21, 2012, 09:29:06 am »
Quote
If it's possible to use GLUT/GLFW in tandem with SFML, I'm not against that option.

Why? They all do the same job, you just need one of them.
Laurent Gomila - SFML developer

TechRogue

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Using OpenGL without additional libraries
« Reply #2 on: January 21, 2012, 08:28:54 pm »
The thing is, the tutorials that use them also make use of utility functions like loading shaders. I can figure out enough of the differences between using, say, GLUT vs OpenGL (use window.Display() instead of glutSwapBuffers(), for example), but there are others where I don't know where to start.

 

anything