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Re: GLUT and sound



Xarvh wrote:
Stephen J Baker:

Also <plug>check out 'freeglut' - which is truly OpenSourced (GLUT is not)
and which has some nicer features whilst retaining backwards compatibility
with GLUT</plug>
Wy does freeglut use 'freeglut.h' instead of 'glut.h'?
This seems just to make compatibility with GLUT harder (well, not THAT harder...)
In the early days, freeglut's header wasn't 100% compatible with glut.h
and we didn't want to fsck people's systems when they did something screwy
like installing freeglut - then halfway installing GLUT over the top of it.

With the next release of freeglut, the header IS 100% compatible with
GLUT - and you can even compile your program against a dynamically
linked GLUT - then switch over to freeglut without recompiling.

The next release of freeglut will fix a GAZILLION problems.  Both RedHat
and SuSE want to use freeglut in place of GLUT in their next major
revision.

Adam D. Moss:

Sure, libvorbis is os-independant, and decodes ogg files (it's very
easy).  You'd then do the actual 'playing' through SDL's audio
abstraction or through something like OpenAL (cross-platform
3d positional audio library).
How much good is OpenAL?
Is the project still under developement, or is it near to death?
It doesn't seem to have changed much (at all?) since Loki died...they
were the major drivers behind it.

<VENT(?)>
I'm getting annoyed with all this portability.
My next game will be Linux-only.
I'll spend efforts to ensure non-compatibility with w32...
(Extensive use of pipe()/socketpair() should do it...)
I promise.
</VENT(?)>
I've been thinking that way too.

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