What is it with OpenGL tutorials?

This is a discussion on What is it with OpenGL tutorials? within the Game Programming forums, part of the General Programming Boards category; >> I use SDL because I want everyone to be able to use my program/game Your exectutable binarys are not ...

  1. #16
    Refugee face_master's Avatar
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    >> I use SDL because I want everyone to be able to use my program/game

    Your exectutable binarys are not portable. Only the code. That means that only somebody with a compiler + the know-how will be able to play it when given it in code form.

    Then again, its only a matter of compiling it on the different OS's.
    Please direct all complaints regarding this post to the nearest brick wall Have a nice day.

  2. #17
    RoD
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    >>saw void main and closed the book


    I looked through real fast and didn't see ANY void main's, if you still have the book do you think you could name the page number? I dislike void main and would never use it, so i find it interesting that a book of this caliber would use it.

  3. #18
    Registered User PotitKing's Avatar
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    ok. i agree

    face_master:
    Ok, I agree with you, but I usually distribute under GPL, so compiling on different os'es wouldn't be a big problem.
    % gcc -v
    Configured with: FreeBSD/i386 system compiler
    Thread model: posix
    gcc version 3.3.3 [FreeBSD] 20031106

  4. #19
    I lurk
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    Portability is the most important thing there is. Without portability, there would be one language for each platform.

    Why not use SDL or GLUT? These are very good API's and as a Linux programmer,I use SDL because I want everyone to be able to use my program/game, not just other Linux users, and I wouldn't use WinAPI if I was using Windows either. Not caring about portability is just selfish.
    You see, the thing is, I don't care if every fun-loving hippy can play my games. I'm doing this to learn something. I've already learned SDL... and it's a little too *easy* for my liking. Sure, I could use glut with OpenGL, but I doubt "GLUT" looks too impressive on a resume. Learning the Win32 API in parallel with OpenGL has many more advantages than making my programs portable.

    I looked through real fast and didn't see ANY void main's, if you still have the book do you think you could name the page number? I dislike void main and would never use it, so i find it interesting that a book of this caliber would use it.
    It's used in every example.

  5. #20
    RoD
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    i don't see any void main's in any example, are you sure were talking bout the same book?

    /* I see void functions, but never a void main....*/

  6. #21
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    Originally posted by RoD
    i don't see any void main's in any example, are you sure were talking bout the same book?

    /* I see void functions, but never a void main....*/
    OpenGL Superbible 2nd edition?

  7. #22
    RoD
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    and now we find the mis-communication. I thought u meant u orderd the book i suggested off amazon, i didn't read it right, my fault.

  8. #23
    Shadow12345
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    honestly, in my opinion, opengl superbible is as good as opengl game programming is as good as nehe is as good as gametuts is as good as msdn...they can all be used to learn OGL, void main's aren't great, but instead of griping too much over that and global variables and other conflicts you have with design simply look past it and learn ogl. Writing OO ogl wrappers seems like, well, a blatant waste of time.

    I like the superbible for the most part, it has most everything you would want to know about the ogl api. The only thing I don't like is the fact that the dude uses math waaaaaaaay to much when it would just be easier to...to uhh... NOT use math, lol.

    Well good luck to everyone doing opengl.

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