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The pages here is mainly for Mingw32 but I also put up a page for Borland's
free compiler .
Mingw32, editors and OpenGLMingw32 is a port of the well known gcc compiler to windows. Mumit Khan is the maintainer and you can get it from his page.An easy to use editor is programmer's file editor pfe that can be used together with rsxide if you don't want to write makefiles. A much more powerful but weird and hard to learn editor is ntemacs this version is also for win9x systems. Another alternative is VIDE this is the one to pick if you want to use the V library. The current mingw32 version gcc-2.95.2 does not have the include headers for OpenGL but the ones for MSVC seems to work, they are in this package from microsoft. Create a directory GL in the include directory and put the headers in this directory. The exact location depends on the version of mingw32 and install dir but one example is C:\GCC-2.95.2\i386-mingw32msvc\include\GL . Make sure that C:\WINDOWS\SYSTEM has the files opengl32.dll and glu32.dll. You can compile OpenGL programs from the DOS prompt (in windows!) in this way : gcc myglprog.c -mwindows -lopengl32 -lglu32 GLUT and other librariesAlmost all libraries have import libraries only for the Microsoft compiler but the tool reimp can convert them to mingw32 format. This tool is currently not in the mingw32 package but is available from Anders Norlander.GLUT is very interesting for all OpenGL developers. If you are interested so take a look at my GLUT with Mingw32 page. Instead of GLUT can you try SDL
or
the powerful allegro
library (get the most recent WIP). Allegro is the most complex of them
with a lot of functions and tools take a look at the Allegro+OpenGL
page if you want to combine them.
A page for Windows
Multimedia and some information about Windows
resources and windres is also available.
A quick and dirty loader for OpenGL extension functionsI made a page about how you can get the latest OpenGL functions and a little library called QDGL to do that.NeHe tutorialsThe coolest OpenGL tutorials is the ones at NeHe productions!Here is the code for mingw32 I have converted the first 30 examples
the actual tutorials is available at the NeHe page
for viewing online or downloading.
They can also be compiled using another compiler with allegro but the
makefiles is for mingw32.
The latest tutorials is not using the glaux library and can be built
with any ANSI C++ compiler. I guess that the reason to port them does not
exist any longer so I have decided to stop.
Jeff & friends is doing a excellent work getting the tutorials as
standard as possible so you should not have any problems.
Hacked version of the NeHe framework using different fullscreen modesNeHe tutorial 5 with a different frameworkGLUT with DirectInput exampleNeHe tutorial 23 with both native GLUT input functions and Win32API/DirectInput.NeHe's shadow volume tutorial with the rtshadow libraryAn easier way to do shadow volumes is by using Mark Kilgards library rtshadow. I used it to test an alternative to tutorial 28.Another version of NeHes shadow volume tutorial demonstrating Carmack's reverseThe program can also try to pick the best one. Download it and see how Carmack's reverse can improve your shadows.My OpenGL port of the Direct3D sample "Boids"The port is using GLUT and Allegro. I called it GLboids.A little GLE programA simple tunnel ride program that uses the GLE library.Simple example of dynamic sphere mapsYou are a red ball that moves around in this hacked NeHe 10 GLUT port. Take a look at your reflection in the sphere.About using wrappersI recommend several wrappers like Allegro, GLUT and others but do not forget that wrappers has some drawbacks. You do not get all functions and documentation is not always up to date. In case of new releases do you have to wait until you eventually can use the new functions. Wrappers are often not as well tested and can introduce new errors. The good stuff is that they are easier to use and portable. Do not use any wrappers that you do not have the source code for. If Windows is the only target platform and the project is big is it perhaps better to use native functions.Kenny Hoff's real-time realistic lighting effectsAlso lot of other stuff with makefiles for MinGW. Really cool, take a look here.OpenGL and linuxOpenGL and linux is a good combination. Visit my OpenGL and linux page .Misc. linksopengl.org is the best place to start with for OpenGL related materialNVIDIA has an excellent developer page, a must! ATI has also a lot of OpenGL related stuff. MSDN is the primary source for all windows programmers, lots of interesting articles and other stuff. Great place to browse around at. Windows tutorials another from Reliable Software and finally some pretty ambitious Bloodshed has some stuff like an installer program, maker of the Dev-C++ IDE for Mingw32. Many utilities found on the internet can be of good use. Microsoft Platform SDK has some great stuff like documentation for Windows Multimedia, GDI and OpenGL. The documentation for OpenGL is more useful as a reference than for learning but covers the implementation specific details. Microsoft Platform SDK documentation here can you pick them Bruce Eckel's books like "Thinking in C++" is available for download Microsoft tools for help files can beuseful for documentation purposes Bill Gates as a borg
, MS NT and MS
& Apple
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