Dev C++ With Opengl

We need a C/C compiler, either GCC (GNU Compiler Collection) from MinGW or Cygwin (for Windows), or Visual C/C Compiler, or others. We need the following sets of libraries in programming OpenGL: Core OpenGL (GL): consists of hundreds of functions, which begin with a prefix 'gl' (e.g., glColor, glVertex, glTranslate, glRotate).

  1. Dev C++ Install Opengl And Glut
  2. C++ Opengl Gui
  3. Dev C With Opengl 1
  1. The OpenGL Extension Wrangler Library is a simple tool that helps C/C developers initialize extensions and write portable applications. GLEW currently supports a variety of operating.
  2. May 15, 2012  If you want to know more about OpenGL, GLUT and power of OpenGL, you should search on google, use the links provided above and read more about the usage of it Okay now. Back to the topic, How to install Glut on Dev C. Pre requisites: Dev C installed, latest version.
  3. Jun 21, 2015 Well Dev C is much old fashioned. I would rather say to give a try to CodeBlocks. It is pretty clean and easy to execute. Still GLUT can be installed within Dev C for implementing Graphical programs.

2000/03/22 - GLUT 3 specification is now available in PDF format!

Contents
About GLUT . . .

GLUT (pronounced like the glut in gluttony) is the OpenGL Utility Toolkit, a window system independent toolkit for writing OpenGL programs. It implements a simple windowing application programming interface (API) for OpenGL. GLUT makes it considerably easier to learn about and explore OpenGL programming. GLUT provides a portable API so you can write a single OpenGL program that works on both Win32 PCs and X11 workstations.

GLUT is designed for constructing small to medium sized OpenGL programs. While GLUT is well-suited to learning OpenGL and developing simple OpenGL applications, GLUT is not a full-featured toolkit so large applications requiring sophisticated user interfaces are better off using native window system toolkits like Motif. GLUT is simple, easy, and small. My intent is to keep GLUT that way.

The GLUT library supports the following functionality:

  • Multiple windows for OpenGL rendering.
  • Callback driven event processing.
  • An `idle' routine and timers.
  • Utility routines to generate various solid and wire frame objects.
  • Support for bitmap and stroke fonts.
  • Miscellaneous window management functions.

The GLUT library has both C, C++ (same as C), FORTRAN, and Ada programming bindings. The GLUT source code distribution is portable to nearly all OpenGL implementations for the X Window System and Windows 95 and NT. GLUT also works well with Brian Paul's Mesa, a freely available implementation of the OpenGL API.

Because GLUT is window system independent (as much as possible), GLUT can be implemented for window systems other than X. Implementations of GLUT for OS/2, NT & Windows 95, and the Mac have ben implemented, but only the Win32 and X11 versions are part of the official GLUT source code distrbution.

The current version of the GLUT API is 3. The current source code distribution is GLUT 3.7.

Obtaining the GLUT source code distribution

GLUT is distributed in source code form; compiled libraries for Win32 are also available. The current version, 3.7, is in late beta. The programs and associated files contained in the distrbution were developed by Mark J. Kilgard (unless otherwise noted). The programs are not in the public domain, but they are freely distributable without licensing fees. These programs are provided without gurantee or warrantee expressed or implied.

Download the GLUT 3.7 beta source distribution (shift Left in Netscape) (Unix tar format)(Windows ZIP format).

Since the data files for some of the new advanced GLUT examples are large, they are contained in a separate distribution.

Download the GLUT 3.7 beta image datafile distribution (Unix tar format)(Windows ZIP format).

You can still download the previous version of GLUT (GLUT 3.6), and the GLUT 3.6 data files.

You can also download GLUT from the University of North Carolina, Chapel Hill's SunSITE archive by either FTP or HTTP:

WARNING: GLUT 3.7 and GLUT 3.6 are not on sunsite.unc.edu yet (just GLUT 3.5 currently).

Pre-compiled installable images for SGI users

For SGI users that want to save the hassle of compiling GLUT 3.6 by hand, you can download installable images for GLUT 3.6. Image images include:

  • glut_dev.doc.intro - PostScript introduction to programming with GLUT 3.6.
  • glut_dev.doc.spec - PostScript specification for the GLUT API, version 3.
  • glut_dev.man.glut - Unix man pages for the GLUT programming interface
  • glut_dev.src.samples - Source code for selected GLUT examples.
  • glut_dev.src.inventor - Source cofr for Inventor GLUT examples.
  • glut_dev.sw.demos - Pre-compiled GLUT demos.
  • glut_dev.sw.dev - The GLUT 3.2 development environment.
  • glut_dev.sw.fortran - GLUT FORTRAN bindings.
  • glut_dev.sw.ada - GLUT Ada bindings.
  • glut_dev.sw32.dev - For IRIX 6.x users, N32 version of GLUT library.
  • glut_dev.sw32.fortran - N32 version of GLUT FORTRAN bindings.
  • glut_dev.sw64.dev - For 64-bit IRIX 6.x users, 64-bit version of GLUT library.
  • glut_dev.sw64.fortran - 64-bit version of GLUT FORTRAN bindings.

The GLUT 3.6 images work with IRIX 5.3, IRIX 6.1, IRIX 6.2, IRIX 6.3, and IRIX 6.4. The installable images make it easy to install, upgrade, and remove GLUT. This is particularly true if you want N32 or 64-bit versions of GLUT. The N32 version refers to the new N32 object format that results in better performance from MIPS's current R4400, R8000, and R10000 processors. N32 is supported in IRIX 6.1 and later IRIX releases. The glut_dev.sw32.dev system is now marked for install by default since N32 is the default object format in IRIX 6.4.

The images are distributed as a tar file. You can either untar the file, or run tardist on the tar file to automatically start SGI's Software Manager (swmgr). Otherwise, you can run inst or swmgr on the untar'ed files.

If your browser is configured to use tardist, try clicking the above link to start swmgr automatically. Note that not all the GLUT example source code in the source distribution is included with the GLUT images.

Pre-compiled binaries for Solaris users

Ron Bielalski has built binaries of GLUT 3.7 beta for Solaris on SPARC processors in both 32 bit (16.5 MB) and 64 bit (18.3 MB) forms. John Martin has built binaries of GLUT 3.7 beta for Solaris on x86 in both 32 bit (15.2MB) and 64 bit (17.4MB) and forms. Note that these files are very large - they contain a completely built GLUT source tree, including all source and object files as well as the final headers and libraries. Please direct questions about GLUT for Solaris to graphics-help@eng.sun.com

GLUT for Microsoft Windows 9X, ME, 2000, NT & XP users

Nate Robins and Paul Mayfield with help from Layne Christensen have implemented the original version of GLUT for Win32 (Windows 95,98,Me,NT,2000,XP). Here's a link to their GLUT for Windows web page. These pages include GLUT for Win32 dll, lib and header file (everything you need to get started programming with GLUT) and GLUT source code distribution (including a whole slew of great example programs + data).

The most signficant update to GLUT is the integration of the X Window System and Win32 versions of GLUT in a single source tree. GLUT works for either Win32 or X11 now. Nate Robins deserves the credit for this merging. To help Win32 users better utilize GLUT, PC-style .ZIP files are available for download.

You will need a PC unzip utility that understands long file names to unzip these files correctly. Once you have the file unzipped, consult the README.win file.

If you want just the GLUT header file, the .LIB, and .DLL files all pre-compiled for Intel platforms, you can simply download the glutdlls37beta.zip file (149 kilobytes).

You can still download the previous version, GLUT 3.6:
Download the zipped GLUT 3.6 source code distribution: glut36.zip
Download the GLUT 3.6 image datafile distribution: glut36data.zip
Download the GLUT 3.6 headers and pre-compiled libraries: glutdlls36.zip

You can also download pre-compiled GLUT 3.6 libraries for Windows NT Alpha platforms by downloading glutdllsalpha.zip (82 kilobytes). GLUT for Alpha questions should be directed to Richard Readings (readings@reo.dec.com).

Available GLUT Documentation

The OpenGL Utility Toolkit (GLUT) Programming Interface, API version 3 specifies all the routines in the GLUT API and how they operate. This document is available in HTML, PostScript, and PDF formats (the PDF version was generated and contributed by Richard Banks - thanks!). There have been no revisions since GLUT 3.2.

There is also a column on GLUT published in The X Journal available in PostScript. Unfortunately, The X Journal is no longer published, but back issues contain various other OpenGL columns using OpenGL with GLUT.

GLUT is fully described in the book Programming OpenGL for the X Window System (Addison-Wesley, ISBN 0-201-48359-9). Consult this book for a full tutorial on GLUT.

What did GLUT 3.0 add?

GLUT 3.0 involves an update to the GLUT API to version 3 so the GLUT library has new routines included in it implementing new functionality. There are also bug fixes, better support for IRIX 6.x's 64-bit and N32 object formats, and more sample programs.

The important new API additions are support for overlays, determining font character widths, new bitmap fonts, returning held down modifiers for mouse and keyboard events, and full screen windows.

What did GLUT 3.1 add?

There are a few minor bug fixes in the library. Various build problems on various built platforms have been resolved. GLUT 3.1 should build much cleanly on HP/UX, AIX, Linux, Solaris, and SunOS platforms now (cross finger). There are also a few more example programs. See the CHANGES file for details.

What did GLUT 3.2 add?

GLUT 3.2 fixed a few more minor bugs in the library. Mesa users will benefit from a hack to speed double-buffered damage regeneration. Man pages for the complete GLUT API are now included. The tests are expanded. New examples from Mesa distribution (converted to use GLUT) and advanced OpenGL programs from the Advanced OpenGL Rendering SIGGRAPH '96 class are now included. See the CHANGES file for details.

What did GLUT 3.3 add?

GLUT 3.3 is more portable; nearly all compiler warning are resolved. Lots of new GLUT-based OpenGL examples have been added or improved. Some new API has been added that will be codified with the GLUT 4 API revision. For example, an API for using InfiniteReality's dynamic video resize (DVR) capability is included. Also, a better way of getting window status is supported. There were some bug in the GLUT library itself that are now fixed. Some the warning or error messages weren't quite right. glutFullScreen before a window is first displayed now ensures that the window need not be positioned by the user. See the CHANGES file for details.

What did GLUT 3.4 add?

An Ada binding for SGI machines is included along with an Ada example. Many new sample programs. Several such as dinoshade.c demonstrate real-time rendering techniques relevant for games. Examples using Sam Leffler's libtiff library for loading, drawing, and writing TIFF image files. GLUT version of the facial animation 'geoview' decibed in the Parke and Water's book Computer Facial Animation. New API interfaces to be made part of the GLUT 4 API update (not yet fully finalized though). glutInitDisplayMode for example. Improved portability and a few bug fixes.

What did GLUT 3.5 add?

The most significant change with GLUT 3.5 is unifying the X Window System and Win32 versions of GLUT into a single source code distribution. Henk Kok contributed several cool new demos (rollercoaster, chess, opengl_logo). All the demos build cleanly under Win32. Lots of bug fixes. Interesting new OpenGL rendering techniques are demonstrated in a number of new examples: movelight, dinoshade, halomagic, rendereps, movelight, shadowfun, torus_test, underwater, texfont, reflectdino. Also, Tom Davis contributed a user interface library called microUI (MUI) that is layered on top of GLUT.

What did GLUT 3.6 add?

GLUT 3.6 has substantially improved the Win32 GLUT compliance and performance. Windows 95 & NT users should find GLUT 3.6 a substantial improvement over GLUT 3.5's Win32 support. Lots more demos and examples have been added. glflare is a notable addition. Linas Vesptas's GLE Tubing and Extrusion library with documentation and example programs is now a part of GLUT. Many minor bugs were fixed.

What did GLUT 3.7 add?

GLUT 3.7 adds a full-screen game mode for programs which wish to take over the entire display. The glsmap library for dynamic real-time sphere mapping is included, along with demos showing how to use glsmap for multiple reflections. A port of the Iris GL 'wave physics' demo by Erik Larsen and a red-blue stereo demo program from Walter Vannini are included. Man pages are updated, and missing entry points added to the GLUT Ada bindings. Win32 performance improvements and bug fixes.

Frequently Asked Questions

I've collected a page of GLUT frequently asked questions that I expect about GLUT 3.6.

Example Contributions Accepted

If you have benefited from using GLUT and have developed a cool GLUT program that you would like included with a future GLUT source code distribution, feel free to notify me by email about including it.

Reporting Bugs

Please send email to mjk@nvidia.com to report bugs or problems with GLUT. Win32 GLUT programs can be sent to Nate Robins at ndr@pobox.com.

(We make no promises to fix bugs quickly or even at all, though we usually do.)

So you want to take advantage of the power of the OpenGL API? If you are visiting this page because a game or software uses the OpenGL API, you need to install the appropriate graphic driver which enables usage of the functionality provided.

To program using the OpenGL API, you need the driver and the development package (depends on platform and programming language). More platform-specific details are described in the sections below.

  • 2Downloading OpenGL
  • 3Writing an OpenGL Application
    • 3.1Initialization

FAQ

Main article: FAQ

This Wiki maintains a FAQ page for OpenGL.

Downloading OpenGL

In all three major desktop platforms (Linux, macOS, and Windows), OpenGL more or less comes with the system. However, you will need to ensure that you have downloaded and installed a recent driver for your graphics hardware.

Windows

Appropriate Windows driver websites:

Some sites also distribute beta versions of graphics drivers, which may give you access to bug fixes or new functionality before an official driver release from the manufacturer:

Without drivers, you will default to a software version of OpenGL 1.1 (on Win98, ME, and 2000), a Direct3D wrapper that supports OpenGL 1.1 (WinXP), or a Direct3D wrapper that supports OpenGL 1.1 (Windows Vista and Windows 7). None of these options are particularly fast, so installing drivers is always a good idea.

If your system does not contain a GPU, or the GPU vendor delivers graphics drivers providing OpenGL support that's so old as to be useless to you, you might want to consider installing the Mesa3D OpenGL library on your system. See this wiki link for details:

Linux

Graphics on Linux is almost exclusively implemented using the X windows system. Supporting OpenGL on Linux involves using GLX extensions to the X Server. There is a standard Application Binary Interface defined for OpenGL on Linux that gives application compatibility for OpenGL for a range of drivers. In addition the Direct Rendering Infrastructure (DRI) is a driver framework that allows drivers to be written and interoperate within a standard framework to easily support hardware acceleration, the DRI is included in of XFree86 4.0 but may need a card specific driver to be configured after installation.These days, XFree86 has been rejected in favor of XOrg due to the change in the license of XFree86, so many developers left Xfree86 and joined the XOrg group. Popular Linux distros come with XOrg now.

Vendors have different approaches to drivers on Linux, some support Open Source efforts using the DRI, and others support closed source frameworks but all methods support the standard ABI that will allow correctly written OpenGL applications to run on Linux.

For more information on developing OpenGL applications on Linux, see Platform specifics: Linux

macOS

Dev C++ Install Opengl And Glut

Unlike other platforms, where the Operating System and OpenGL implementations are often updated separately, OpenGL updates are included as part of macOS system updates. To obtain the latest OpenGL on macOS, users should upgrade to the latest OS release, which can be found at Apple.com.

For developers, a default installation of macOS does not include any OpenGL headers, nor does it include other necessary development tools. These are installed by a separate developer tools package called Xcode. This installer includes the OpenGL headers, compilers (gcc), debuggers (gdb), Apple's Xcode IDE, and a number of performance tools useful for OpenGL application development.

For more information on developing OpenGL applications on macOS, see Platform specifics: macOS.

C++ Opengl Gui

Writing an OpenGL Application

The first step is to pick your language. Bindings for OpenGL exist in many languages, from C# and Java to Python and Lua. Some languages have multiple sets of OpenGL bindings, none of them being official. All of them are ultimately based on the C/C++ bindings.

If you are not using C/C++, you must download and install a package or library for your chosen language that includes the OpenGL bindings. Some come pre-installed, but others have separate downloads.

If you are using C/C++, then you must first set up a build environment (Visual Studio project, GNU makefile, CMake file, etc) that can link to OpenGL. Under Windows, you need to statically link to a library called OpenGL32.lib (note that you still link to OpenGL32.lib if you're building a 64-bit executable. The '32' part is meaningless). Visual Studio, and most Windows compilers, come with this library.

On Linux, you need to link to libGL. This is done with a command-line parameter of '-lGL'. Chorus vst free download.

Initialization

Before you can actually use OpenGL in a program, you must first initialize it. Because OpenGL is platform-independent, there is not a standard way to initialize OpenGL; each platform handles it differently. Non-C/C++ language bindings can also handle these differently.

There are two phases of OpenGL initialization. The first phase is the creation of an OpenGL Context; the second phase is to load all of the necessary functions to use OpenGL. Some non-C/C++ language bindings merge these into one.

OpenGL Context Creation

An OpenGL context represents all of OpenGL. Creating one is very platform-specific, as well as language-binding specific.

If you are using the C/C++ language binding for OpenGL, then you are strongly advised to use a window toolkit for managing this task. These libraries create a window, attach an OpenGL context to this window, and manage basic input for that window. Once you are comfortable with OpenGL, you can then start learning how to do this manually.

Dev

Most non-C/C++ language bindings will provide you with a language-specific mechanism for creating a context.

Getting Functions

If you are using a non-C/C++ language binding, then the maintainer of that binding will already handle this as part of context creation. If you are using C/C++, read on.

In order to use OpenGL, you must get OpenGL API functions. For most libraries you are familiar with, you simply #include a header file, make sure a library is linked into your project or makefile, and it all works. OpenGL doesn't work that way.

For reasons that are ultimately irrelevant to this discussion, you must manually load functions via a platform-specific API call. This boilerplate work is done with various OpenGL loading libraries; these make this process smooth. You are strongly advised to use one.

If you want to do it manually however, there is a guide as to how to load functions manually. You still should use an extension loader.

Using OpenGL

OpenGL is a rendering library. What OpenGL does not do is retain information about an 'object'. All OpenGL sees is a ball of triangles and a bag of state with which to render them. It does not remember that you drew a line in one location and a sphere in another.

Because of that, the general way to use OpenGL is to draw everything you need to draw, then show this image with a platform-dependent buffer swapping command. If you need to update the image, you draw everything again, even if you only need to update part of the image. If you want to animate objects moving on the screen, you need a loop that constantly clears and redraws the screen.

There are techniques for only updating a portion of the screen. And you can use OpenGL with these techniques. But OpenGL itself doesn't do it internally; you must remember where you drew everything. You must figure out what needs updating and clear only that part of the screen. And so forth.

There are many tutorials and other materials available for learning how to use OpenGL, both on this wiki and online.

OpenGL Viewers

Dev C With Opengl 1

These are programs that you install and run, and they give you information specific to the OpenGL API your system implements, like the version offered by your system, the vendor, the renderer, the extension list, supported viewport size, line size, point size, plus many other details. Some might include a benchmark. Some are standalone benchmarks.

  • OpenGL Extension Viewer (Windows, Windows x64 and macOS): This one comes with a database containing information about what extensions are implemented by hardware other than your own.

Tutorials and How To Guides

User contributed tutorials and getting started guides

  • OpenGL 3.0 and above:
    • Learning Modern 3D Graphics Programming Through OpenGL.
    • OpenGL Step by Step (using C++, FreeGLUT and GLEW)
    • OpenGLBook.com Free online OpenGL 4.0 book (OpenGL 3.3 code provided wherever possible) using freeglut and GLEW
    • Spiele Programmierung Windows OpenGL 3 Tutorials And Articles, Beginner to Advanced in German
    • opengl-tutorial.org OpenGL 3.3 and later Tutorials
    • Modern OpenGL 2012 (PDF file) by The Little Grashopper
    • www.learnopengl.com: Easy-to-understand modern OpenGL tutorials aimed at beginners.
    • OpenGL Podcast (www.OpenGL2GO.net): A Podcast on OpenGL, OpenGL ES, WebGL and VULKAN - From beginners to advanced Users.
    • TheChernoProject (Youtube): High Quality video series for learning modern OpenGL
    • Open.gl/introduction: Learn OpenGL basics
  • Pre-OpenGL 3.0:
    • The OpenGL Programming Guide, also called the Red Book Covers OpenGL version 1.1.
    • DurianSoftware.com, Intro to Modern OpenGL (en français)
    • GLUT, Tutorials
    • lighthouse3d.com, GL 2.0, GLSL, tutorials
    • MarekKnows.com, Game development video tutorials, OpenGL, shaders, physics, math, C++, 3D modeling, network, audio etc
    • NeHe, OpenGL Tutorials
    • Setting up OpenGL, C++ & GLUT on Windows 7, Beginner tutorial
    • Swiftless Tutorials OpenGL 1 & 2,
    • Lazy Foo's OpenGL Tutorial, Covers OpenGL 2D in both OpenGL 2.1 and modern OpenGL
  • Code Resources: These are small snippets of code from the web that have been useful in the past. Most of them use deprecated functionality.


By Topic

  • Shadow Mapping
    • opengl-tutorial.org, Tutorial 16 : Shadow mapping PCF, shadow-acne/peter-panning, stratisfied sampling. GL3.3.
    • paulsprojects.net GL1.5.
    • ShadowMapping with GLSL shadow-acne, resolution, backfaces, border-issues. GL2+

Development Tools

  • RenderDoc - free, stand-alone graphics debugger. Supports only the OpenGL 3.2+ Core Profile. Works on both Windows and Linux.
  • Nsight Visual Studio Edition - Nsight 3.0 support OpenGL 4.2 Debugging and Profiling, along with Shader Debugging and Pixel History
  • Deleaker - Deleaker for Visual Studio finds OpenGL leaks

See Also

  • OpenGL Reference: All of the OpenGL 4.6 functions and what they do.
  • Related toolkits and APIs: For utilities that make using OpenGL easier.

External Links

  • Reference Documentation
  • Implementations
    • The Mesa 3D Graphics Library, a software renderer based on the OpenGL API.
  • Engines
  • Demos
    • G-Truc Creation: OpenGL 2.1 - 4.1 Code samples
    • Humus.name many demos, advanced
  • Theory and General Graphics Programming
  • Vendor SDKs
  • Other
    • http://www.opencsg.org, Constructive Solid Geometry, boolean operations with geometry
    • GameDev.net, The Gamedev OpenGL Forums
    • http://gpwiki.org A Wiki about Game Programming, also has GL code snippets and other APIs
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