Thread: opengl, or gdi?

  1. #16
    Registered User VirtualAce's Avatar
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    These days, GDI practically uses the same hardware interface as DirectX when available, so you don't suffer much in the way of slowdown as far as 2D graphics is concerned. Of course, it don't do no 3D.
    Since when have DC's and selecting objects into DC's come close to anything done in DirectX or OpenGL. DOS is closer to actual game programming than GDI is.

    GDI is a waste of time in it's current state.

  2. #17
    Banned SniperSAS's Avatar
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    this thread makes me sad and happy at the same time

    happy because now i know to stop using gdi

    sad because i was halfway done programming an isometric game engine using gdi, what a waste of time

  3. #18
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    Quote Originally Posted by Bubba
    Since when have DC's and selecting objects into DC's come close to anything done in DirectX or OpenGL. DOS is closer to actual game programming than GDI is.

    GDI is a waste of time in it's current state.
    That's the methodology. I'm talking about how the API interacts with hardware, specifically management of bitmaps. I'm sure I read somewhere that it uses some hardware acceleration features when available, otherwise it sticks to its software engine.

    But yeah, in terms of actually using the thing, it's tricky and not worth the hassle for games when there are a host of better alternatives.

  4. #19
    irregularly symmetrical n3v's Avatar
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    er, well right as I'm about to get started on something, I still have a question. what's the difference between directx and opengl? i know opengl is portable, but does directx handle some things better?
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  5. #20
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    Well, one of the main differences between OpenGL and DirectX is that OpenGL is open-source, and therfore can run on many operating systems, not just Windows. DirectX on the other hand, can only run on Windows and Xbox. Other than that, there isn't that much difference. They're both free, and both can be compiled with the free Dev-C++ (except that DirectX requires a little bit more setup on dev).

  6. #21
    The Right Honourable psychopath's Avatar
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    OpenGL is open-source
    For the last time people, the 'Open' in 'OpenGL', does NOT mean open source; it means open standard.
    M.Eng Computer Engineering Candidate
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  7. #22
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    Oh darn. I always thought it meant "Open-Source" . I guess being kind of a Microsoft-hater, I imagine that non-Microsoft products are open-source sometimes.

  8. #23
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    One of the biggest difference would be the interface and how you have to code with each library. DX will force you to use COM objects (which means a lot of pure virtual or virtual classes and inheritance) whereas OGL will make you use more functions than anything. Don't flame me because -- yes I know -- OGL uses classes and structs just like DX but you must admit that it's still much more procedural. Also, you need to use more maths in OGL.

  9. #24
    irregularly symmetrical n3v's Avatar
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    They're both free, and both can be compiled with the free Dev-C++
    i know this probably isn't the right forum for this, but could you explain how to do that? devc++ forums are quite ill-organized and confusing, and i don't know how to use opengl or directx on dev c++, nor can i locate any interface manager: some means of adjusting standard objects on windows windows and stuff, like text boxes.
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  10. #25
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    Here is my guide to using opengl with devcpp: http://cboard.cprogramming.com/showthread.php?t=64092
    STL Util a small headers-only library with various utility functions. Mainly for fun but feedback is welcome.

  11. #26
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    Found this for DirectX 8.1 on Dev: http://www.gamedev.net/reference/art...rticle2067.asp
    This isn't the current version of DirectX, but it's probably very similar.

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