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OpenGL+

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  • N Offline
    N Offline
    NormDroid
    wrote on last edited by
    #1

    Now that GDI+ has been done, how about MS doing a class implementation of OpenGL+ Just a thought

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    • N NormDroid

      Now that GDI+ has been done, how about MS doing a class implementation of OpenGL+ Just a thought

      P Offline
      P Offline
      Pete Bassett
      wrote on last edited by
      #2

      Hahahaha. hahAHAHHAHhahaha *GASP* Hahhahhahahahahahahhahahhhhhhaaaa Pete

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      • N NormDroid

        Now that GDI+ has been done, how about MS doing a class implementation of OpenGL+ Just a thought

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        Tim Smith
        wrote on last edited by
        #3

        Why? OpenGL isn't Microsoft's package. You should go talk to the OpenGL people about that. Tim Smith Descartes Systems Sciences, Inc.

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        • N NormDroid

          Now that GDI+ has been done, how about MS doing a class implementation of OpenGL+ Just a thought

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          T Offline
          Todd Smith
          wrote on last edited by
          #4

          There are already several OpenGL C++ frameworks already in existence.

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          • T Todd Smith

            There are already several OpenGL C++ frameworks already in existence.

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            C Offline
            Christian Graus
            wrote on last edited by
            #5

            True, but Norm is talking about OpenGL+ ( ++ actually, and from what I found on the web it appears it could be defunct : OpenGL++ (SGI, Intel, IBM) (scene graph API under supervision of the ARB, should contain the best of Optimizer, Performer and Inventor) OpenGL++ has now been dropped in favor of Fahrenheit! SGI's "Scene Graph API": Not sure whether this was part of OpenGL++ or not, but this will become the Fahrenheit Scene Graph API (at least it's sure that it is not Cosmo3D) I found a couple of sites with similar info. Christian #include "std_disclaimer.h" People who love sausage and respect the law should never watch either one being made. The things that come to those who wait are usually the things left by those who got there first.

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            • C Christian Graus

              True, but Norm is talking about OpenGL+ ( ++ actually, and from what I found on the web it appears it could be defunct : OpenGL++ (SGI, Intel, IBM) (scene graph API under supervision of the ARB, should contain the best of Optimizer, Performer and Inventor) OpenGL++ has now been dropped in favor of Fahrenheit! SGI's "Scene Graph API": Not sure whether this was part of OpenGL++ or not, but this will become the Fahrenheit Scene Graph API (at least it's sure that it is not Cosmo3D) I found a couple of sites with similar info. Christian #include "std_disclaimer.h" People who love sausage and respect the law should never watch either one being made. The things that come to those who wait are usually the things left by those who got there first.

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              G Offline
              Gregg Carlstrom
              wrote on last edited by
              #6

              For OpenGL to be implemented in a Microsoft-developed class-based system would undoubtedly mean it'd become in some way tied to Windows, as I'd find it hard to believe that Microsoft would develop a framework and keep it non-proprietary. As a starting game developer myself, I doubt I would go near a Microsoft OpenGL framework (the current OpenGL API really isn't that complex to use). From my standpoint, most developers would rather use the stock OpenGL implementation and build their own class library (more control, more extensible on a per-engine or per-game basis). For the few that chose to go the Microsoft route, it'd just make porting a game engine from Windows to other platforms even more of a nightmare.

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              • G Gregg Carlstrom

                For OpenGL to be implemented in a Microsoft-developed class-based system would undoubtedly mean it'd become in some way tied to Windows, as I'd find it hard to believe that Microsoft would develop a framework and keep it non-proprietary. As a starting game developer myself, I doubt I would go near a Microsoft OpenGL framework (the current OpenGL API really isn't that complex to use). From my standpoint, most developers would rather use the stock OpenGL implementation and build their own class library (more control, more extensible on a per-engine or per-game basis). For the few that chose to go the Microsoft route, it'd just make porting a game engine from Windows to other platforms even more of a nightmare.

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                Christian Graus
                wrote on last edited by
                #7

                Microsoft *has* implimented OpenGL - their implimentation is the one that makes your GL code work unless you install another. Why would they extend OpenGL when they want you to use DX ? Christian #include "std_disclaimer.h" People who love sausage and respect the law should never watch either one being made. The things that come to those who wait are usually the things left by those who got there first.

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                • C Christian Graus

                  Microsoft *has* implimented OpenGL - their implimentation is the one that makes your GL code work unless you install another. Why would they extend OpenGL when they want you to use DX ? Christian #include "std_disclaimer.h" People who love sausage and respect the law should never watch either one being made. The things that come to those who wait are usually the things left by those who got there first.

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                  Masoud Samimi
                  wrote on last edited by
                  #8

                  Hi Guys, Hey Chrsitian, How's things? :) Why would they extend OpenGL when they want you to use DX ? True! But the only thing I use is the DirectSound component to mix sound with the OpenGL based scenes. The OpenGL is much easier to learn and master in a very short time, IMHO. If the issue is about COM, every one who knows programming COM can just wrap the OpenGL API into one and use. I have for example done an ActiveX for 3D texts with animation features that I'd probably use on my website (HTML) someday. :) Cheers! :) -- Time, you can race it, never reverse it. --

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                  • N NormDroid

                    Now that GDI+ has been done, how about MS doing a class implementation of OpenGL+ Just a thought

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                    Jonathan Gilligan
                    wrote on last edited by
                    #9

                    It's not exactly what you're looking for, but The Visualization Toolkit is an excellent cross-platform object library for data visualization that uses OpenGL, but wraps it behind an extremely well-crafted and well-documented object framework. It exists as a C++ library with wrappers for Java, Python, and Tcl. WxWindows/WxPython also has a wrapper for it. VTK is not what you would want to use for real-time game development, but for many applications, it is an enormously powerful, flexible, reliable, and high-performance framework (there's even a parallelized version for Beowulf). It's also free, open source, and (surprisingly for an open-source product) extremely well documented.

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                    • M Masoud Samimi

                      Hi Guys, Hey Chrsitian, How's things? :) Why would they extend OpenGL when they want you to use DX ? True! But the only thing I use is the DirectSound component to mix sound with the OpenGL based scenes. The OpenGL is much easier to learn and master in a very short time, IMHO. If the issue is about COM, every one who knows programming COM can just wrap the OpenGL API into one and use. I have for example done an ActiveX for 3D texts with animation features that I'd probably use on my website (HTML) someday. :) Cheers! :) -- Time, you can race it, never reverse it. --

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                      C Offline
                      Christian Graus
                      wrote on last edited by
                      #10

                      Yes, I agree - I got into GL in much less time than I spent trying to get a DX surface up. Although this is apparently much easier in DX8. Christian #include "std_disclaimer.h" People who love sausage and respect the law should never watch either one being made. The things that come to those who wait are usually the things left by those who got there first.

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