Archive for the ‘opengl’ Category

OpenGL and GLUT in Visual Studio .NET

Wednesday, February 9th, 2005

Donn Clark has found a tutorial with screenshots for building applications with OpenGL and GLUT in Visual Studio.NET. The tutorial says that it works with both the 2002 and 2003 versions, and if I recall correctly, the steps in older versions of Visual Studio (i.e. non-.NET) are largely the same.

OpenGL Tutorial Site

Sunday, February 6th, 2005

Ok, this is really impressive: NeHe Productions has 48(!) OpenGL tutorials, including instructions for getting OpenGL up and running on Solaris and MacOS X. When you get there, note that if you scroll down to “Resources” in the left-hand column, you can download all the tutorials as a single file.

GLUT

Thursday, February 3rd, 2005

You can download documentation and a copy of the library from the official GLUT
page. If you grab the .ZIP file from the GLUT for Win32
page, you’ll see the following files:

glut.def
The DLL module definition file. You probably don’t need this unless you’re rebuilding GLUT from the sources.
glut.h
This is the file that your C program will need to #include.
glut32.dll
The actual GLUT library; put it somewhere in your path.
glut32.lib
The “import” library; link your program against this to automatically import the GLUT functions from the DLL.
README-win32.txt
The, ummm… readme. You should probably read it.

If you need more help getting up and running on Windows, check out Installing GLUT on a Windows machine.

Ch

Sunday, January 16th, 2005

If you’re looking for an easy way to experiment with OpenGL, try the Ch interpreter. It supports C and most of C++, and includes OpenGL support. It runs on just about any platform you could want (including Windows, Solaris, Linux, MacOS X, and FreeBSD), and since it’s an interpreter, you can skip the compile and link steps.

Now, if you’re paying attention, you’re probably thinking, “sure, great, but if it’s an interpreter, isn’t it going to be awfully slow?” Well, download the Standard Edition and try it yourself.