Setting up OpenGL 3.3 in SDL 1.2

  • Setting up OpenGL 3.3 in SDL 1.2 user_123abc

    I've been using SDL 1.2.14 for awhile without using many of the features from newer OpenGL versions. I'm now interested working only with the 3.3 API (not using the deprecated functions, etc... that's the latest my graphics card supports), but I'm having trouble getting set up.

    Here's some information about my development environment:

    • Windows 7 64 bit
    • Eclipse Helios CDT
    • Mingw Toolchain
    • C++

    I've tried building SDL 1.3 and following this tutorial. This ended up being a pretty big pain and I gave up amid a stream of compile errors - I'd prefer to not go this route if possible. I know also that GLEW/GLEE or some do-it-yourself extension function pointers will be required.

    So basically: is it possible? If so, what is the best/easiest way to make it happen? Thanks!

  • Only SDL version 1.3 provides support for creating an OpenGL 3.3 core context. So you should upgrade. And if you're having a problem upgrading, that's something you need to get worked out.

    However, if you want to use a 3.3 compatibility context, all you need is recent drivers. Well, that and 3.3-capable hardware (anything advertised as DX10. Except from Intel).

c++ opengl sdl mingw eclipse
Related questions and answers
  • not seem to have joystick input support, which would require that SDL or some other library also be used. So my question can be summed up as this: What is the best way to get SVG and joystick...I'm looking into building a cross-platform opensource 2D RPG style game engine for ChaiScript. I want to be able to do all of the graphics with SVG and need joystick input. I also need the libraries I use to be opensource and compatible with the BSD license. I'm familiar with allegro, ClanLib, and SDL. As far as I can tell, none of these libraries have built in or obvious integration for SVG

  • the above mentioned features plus things I haven't considered yet Programming language is: C++. Currently, I'm developing under Windows 7, Visual Studio 2010, and OpenGL ES 2.0 emulator. Later...Say I develop a game for mobile platform running OpenGL ES 2.0. I have done 2D part, and now I wish to import some 3D objects. The imported 3D objects must contain the following: Vertices positions Normals UVs Texturing information Animation information Collision mesh Maybe some other things... I am aware, that I could and (maybe should) create my own file format that brings these data from

  • hey so I've decided to Code my own 2D soft-body physics engine in C++ since apparently none exist and I'm starting only with a general idea/understanding on how physics work and could be simulated: by giving points and connections between points properties such as elasticity, density, mass, shape retention, friction, stickiness, etc. What I want is a starting point: resources and helpful... or ideas. finally I was wondering if it was possible to... use the source code of an existing 3D engine such as Bullet and transform it to be 2D based? use the source code of a 2D Rigid body physics

  • Sorry for the ackward title, but i don't know what to call it exactly. I'm looking for code or libraries that allow easy creation of commonly used user input devices, and code/libs that make gaming controls easy to set up (i'm using SFML and Box2D at the moment) I don't want to re-invent things like buttons, arrows being placed wherever the mouse is located, and more game specific items... or resources out there that i can use to avoid spending much of my time coding these now standard input devices/tecniques?

  • such as World of Goo, Gish, and Aquaria; but I'm really missing out on good games over here in my Linux hut. What I have found So, I did a little research on how the games mentioned were made. Thus, I have started learning OpenGL and SDL using my C++ programming experience (which is about a year of programming, not much). I also picked up the following books, which were recommended from programmers... experienced programmer who recommends that I take the C++ route to gaming, and that OpenGL and SDL would be a good way to go. He also recommended that I start using versioning control with my programs (Git

  • I'm going to write browser online game, not MMO, but something like a lot of Flash game. But with OpenGL rendering, because Flash is using CPU for rendering. What are advantages of pure Java or c++ with Java that only create window. My requirements are: good performance - low overhead when calling OpenGL functions short code( if possible ) - so, Java is fully object oriented language, which can require usage of object for each called OpenGL function basic portability - Linux, Mac, Windows - multiple builds for each platform aren't problem little communication with server for saves, top

  • I am trying to create a 2D platformer (Mario-type) game and I am some having some issues with handling collisions properly. I am writing this game in C++, using SDL for input, image loading, font loading, etcetera. I am also using OpenGL via the FreeGLUT library in conjunction with SDL to display graphics. My method of collision detection is AABB (Axis-Aligned Bounding Box), which is really all... to work correctly. Player movement ends up being very glitchy and repositions the player when I don't want it to. Part of the reason is probably because I feel like this is something so simple but I'm

  • I'm writing a game engine which is going very fine. However, I'm now posed with handling textures. My Engine is in 2D, for simplicity reasons mostly to get a good idea of how to work with OpenGL. I do this in C++, and I have a hierarchical set-up when it comes to classes. There's a base class and some other classes derive from that. So now I'm onto the part where I want to load up some textures... to render the scene. What I'm interested in, what is the best practice to handle this, and how to handle OpenGL texture storage. I understand OpenGL keeps the textures in it's texture memory, and that I

  • I'm currently writing a 3D game in C++ with OpenGL and I'm coming to the part where to load 3D models in. Therefore I'm looking for popular file formats and techniques to display static meshs and render animated meshs. I've already found quite a large number of possible formats and techniques, like keyframe animations, skeletal animation, MD2 up to MD5, 3DS, X, Collada etc. pp. For simplicity I'd like to use a format (and technique) that allows both, namely static and animated meshs. So my question is if one format is suitable for that task and which one you'd suggest. And to clarify

Data information