Portabilité
cross-plateforme et Portabilité d’ OpenGL
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L'une des grandes forces d'OpenGL - et
l'une de ses priorités - est sa portabilité
dans les divers systèmes d'exploitation.
Dans ce cas OpenGL laisse le système de
fenetrage, etc.. Aux extensions qui fournit
une interface multiplateforme entre le
système de fenêtrage et OpenGL.
En utilisant des API des librairies
Graphiques , un programmeur peut
construire des images en interagissant
avec le système grâce aux dispositifs
d’entrée: sourie, clavier, etc.
Before you can start drawing things, you
need to initialize OpenGL. This is done by
creating an OpenGL context, which is
essentially a state machine that stores all
OpenGL et ses Extensions
Programmation 2D/3D:
INF 1483
Environnement de Développement
The problem is that creating a window and
an OpenGL context is not part of the
OpenGL specification. That means it is done
differently on every platform out there!
Developing applications using OpenGL is all
about being portable, so this is the last thing
we need. Luckily there are libraries out there
that abstract this process, so that you can
maintain the same codebase for all
supported platforms.
While the available libraries out there all
have advantages and disadvantages, they do
all have a certain program flow in common.
You start by specifying the properties of the
game window, such as the title and the size
and the properties of the OpenGL context,