Reimar Grabowski wrote 18 lines
On Mon, 20 Dec 2010 15:50:52 +0100
wrote:
> > But why is it not possible to integrate this with the regular fpGUI ?
> > Can you explain in a couple of sentences ?
>
> Thats not all however, there are minusses. By using glut, you limit
> yourself to the supported platforms/targets. So if new platforms/targets
> come along then there is no way (unless you supply patches to the
> project) to add them. With the current approach you're free to do it
> yourself. Also the API is plain rigid. This means you'll have to adapt
> to that and live with it (notice it's a plus and minus depending on how
> you look at it). (That is why I would like to see a fpGlut some day ;)
> and believe me it will come to that eventually!)
First of all good work, but I hope to never see any abominations like
fpGlut around. Glut is just a major PITA and should not be used by
anybody for anything serious. It was developed to make it easy to
I wouldn't use the same words as you do, but I agree it's sub-optimal ;)
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write SIMPLE OpenGL DEMOS in a cross plattform way. Since then it has
been used for all kinds of stuff although it has some big limitations
namely its mainloop and the callback shenanigans. Both interfere with
the nature of a GUI framework and therefor I don't really understand
why you based your work on glut. OpenGL is a graphics lib and glut
includes window creation, mouse and key handling, etc which should be
separate. You don't need glut to use OpenGL you just need a valid
context. I don't know anything about the inner workings of fpGUI but
if you think that a fpGlut would help you then I am sure a
fpOpenGLContext would help even more and perhaps make it possible to
merge the code back to regular fpGUI. Benefits of custom context
generation are that you have more control over its options
(ColorBuffer-, DepthBuffer-, OtherKindOfBuffers-Resolution, double-,
triple-, quadbuffering, etc.), no mainloop or callbacks (the
TOpenGLContext of the LCL works with the standard LCL event system and
application mainloop) and no need for glut support on the target
platform (every OpenGL capable platform exposes a way to create a
I should have chosen my words more carefully. With fpGlut I actually did not mean to port freeglut to pascal, but actually create a platform independent context handling library (as you describe).
context). The drawback is that context generation is a little more
complex than using glut and that it is platform dependend. I haven't
This is the reason why I started using GLut. Just as proof of concept.
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looked into the new OpenGL stuff > 3.0 but I know there was talk about
simplifying context generation and to try to make it more similar on
the different platforms. So IMHO getting rid of glut and integrating
an OpenGL context into fpGUI should make it possible to just use
OpenGL as a standard backend for fpGUI. I am not really interested in
Totally agree
doing this myself but if you need help I will do what I can.
If I get enough help I could be interested in starting a new project.
Darius