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Thread: Choosing a graphics library.

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  1. #1
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    Choosing a graphics library.

    I'm writing a program which does very high level mathematics, and I need a graphics library which doesn't get in the way. Something simple to use.


    I've looked online for Opengl tutorials, found freeglut, but I have been generally unsuccessful in finding a proper tutorial.


    Preferably I would like a different library that isn't overly feature-full, and accomplishes just basic rendering. I honestly just need a window and the ability to draw sphere's.


    If there is no such library, could someone give me a link to a proper opengl/freeglut tutorial that's compatible with at most 3.0

    My base language at the moment is C, but I am also experience in C++.

  2. #2
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    Re: Choosing a graphics library.

    Check out SDL.

    http://www.libsdl.org/

  3. #3
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    Re: Choosing a graphics library.

    Quote Originally Posted by Ghostmn View Post
    I honestly just need a window and the ability to draw sphere's.
    Do you mean circles? Those simple 2D objects with a center point and a radius? If so, why not use Qt or GTK or wxWidgets, you can draw simple graphics with all of these toolkits.

  4. #4
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    Re: Choosing a graphics library.

    Obviously sphere refers to 3D object like this:

    http://upload.wikimedia.org/wikipedi...e_10deg_6r.svg

    I think you really need some more advanced library than what i suggested earlier, sorry for messing up.

  5. #5
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    Re: Choosing a graphics library.

    OpenGL is really what you need: there are OpenGL wrappers (OGRE, Irrlicht, COGL) and 2.5D toolkits like Clutter, but for simple spheres OpenGL is just what you need.

    There is a *severe* learning curve. I'm thinking at least a month if you have normal amount of spare time/sanity. Here's the best tutorial I've found, which covers 3D graphics in general, but uses OpenGL (core profile, not fixed-function) as examples: http://arcsynthesis.org/gltut/

  6. #6
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    Re: Choosing a graphics library.

    Quote Originally Posted by MG&TL View Post
    OpenGL is really what you need: there are OpenGL wrappers (OGRE, Irrlicht, COGL) and 2.5D toolkits like Clutter, but for simple spheres OpenGL is just what you need.

    There is a *severe* learning curve. I'm thinking at least a month if you have normal amount of spare time/sanity. Here's the best tutorial I've found, which covers 3D graphics in general, but uses OpenGL (core profile, not fixed-function) as examples: http://arcsynthesis.org/gltut/
    That's a bit unfortunate that there isn't a library which can do basic 3d graphics. I'm a physicist and I've been interested in writing a program that displays interactions at the atomic level hence the requirement of spheres.

    Thanks everyone for your replies, I'll be sticking with opengl.

    Edit

    I actually noticed that the requirement is opengl 3.3, I'm currently on an intel hd 3000. My AMD card is experiencing problems with unity at the moment with bug 1068404.

    Will I experience any errors using this on a only 3.0 compatible device?
    Last edited by Ghostmn; December 24th, 2012 at 08:33 PM.

  7. #7

    Re: Choosing a graphics library.

    "Basic" is not a modifier that can be sensibly applied to "3d graphics". Much like "fresh raisins" or "C++: The Complete Reference".

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