Understanding OpenGL

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眼角桃花
眼角桃花 2021-02-07 13:12

I have some fundamental points/questions about OpenGL, not all involving code but concepts as well. I would be grateful if you could answer, affirm or expand on any of them. I w

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  •  迷失自我
    2021-02-07 13:57

    You seem to have a pretty good notion of OpenGL and the tookit. Not sure what's more to tell. I guess (5) is really where one can comment on.

    Depending what type of application you are building you are right in thinking that some will choose to build their application only using the native GL calls.

    For example, if you build a single document app under windows that has an OpenGl view but also the standard menus and toolbars, there is a strong chance you will want to go straight for c++ and what you call "low level" api.

    However, if you build a low paced game in full screen mode, there is no real reason why you should not use Glut or any other toolkit for that matter if it ease the development of your app.

    The fact you use GLut or low level calls directly alone doesn't make the app better or worst :)

    hope it help

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