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can i writing openGL program use mac?
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Dedicated MacNNer
Join Date: Aug 2004
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if i can, what application should i use?
thx
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There were once four people named Everybody, Somebody, Nobody and Anybody. Somebody had to do a job, but Nobody wanted to do it. Nobody could see that Anybody could do it, and Somebody got angry about that because it was Everybody's job. Nobody ended up doing it, and it so happened that Everybody blamed Somebody when Nobody did what Anybody could have done.
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Clinically Insane
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Certainly you can; in fact, it's the main 3D graphics API on OSX. Someone has cloned Apple's older 3D graphics API, called QuickDraw3D, over at the Quesa project; you can use this too if you want, but it runs on top of OpenGL.
The one thing to be wary of is that Windows and the X11 team have defined their own (similar) extensions to OpenGL for certain purposes, called WGL and GLX respectively. Apple has defined its own set, very similar to these two, but the package is called AGL. I bring this up because some language bindings to OpenGL -notably Python's- don't support the AGL extensions yet.
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You are in Soviet Russia. It is dark. Grue is likely to be eaten by YOU!
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Originally posted by Millennium:
Certainly you can; in fact, it's the main 3D graphics API on OSX. Someone has cloned Apple's older 3D graphics API, called QuickDraw3D, over at the Quesa project; you can use this too if you want, but it runs on top of OpenGL.
The one thing to be wary of is that Windows and the X11 team have defined their own (similar) extensions to OpenGL for certain purposes, called WGL and GLX respectively. Apple has defined its own set, very similar to these two, but the package is called AGL. I bring this up because some language bindings to OpenGL -notably Python's- don't support the AGL extensions yet.
i am new to mac, but can you tell me which tool i can use to wirte a openGL program?
And the school told us we will be using windows version of openGL,what is the diff between windows version and other versions?
tnx
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There were once four people named Everybody, Somebody, Nobody and Anybody. Somebody had to do a job, but Nobody wanted to do it. Nobody could see that Anybody could do it, and Somebody got angry about that because it was Everybody's job. Nobody ended up doing it, and it so happened that Everybody blamed Somebody when Nobody did what Anybody could have done.
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Addicted to MacNN
Join Date: Aug 2004
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Originally posted by maCCer:
i am new to mac, but can you tell me which tool i can use to wirte a openGL program?
You need to install the Xcode tools that should have been on one of the CDs/DVDs that came with your Mac. You will then likely use the Xcode development environment to write an OpenGL program. The Xcode install will also install documentation (not so much for OpenGL, but I figure you'll learn that in school) and sample code. You will find OpenGL sample code on your hard disk under /Developer/Examples/OpenGL/GLUT/ .
I'm not sure what the difference between "Windows OpenGL" and "Mac OpenGL" is. It's an API that should be pretty much the same on all platforms. I'm confident you will manage the transfer.
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Originally posted by TETENAL:
You need to install the Xcode tools that should have been on one of the CDs/DVDs that came with your Mac. You will then likely use the Xcode development environment to write an OpenGL program. The Xcode install will also install documentation (not so much for OpenGL, but I figure you'll learn that in school) and sample code. You will find OpenGL sample code on your hard disk under /Developer/Examples/OpenGL/GLUT/ .
I'm not sure what the difference between "Windows OpenGL" and "Mac OpenGL" is. It's an API that should be pretty much the same on all platforms. I'm confident you will manage the transfer.
thank you TELENAL 
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There were once four people named Everybody, Somebody, Nobody and Anybody. Somebody had to do a job, but Nobody wanted to do it. Nobody could see that Anybody could do it, and Somebody got angry about that because it was Everybody's job. Nobody ended up doing it, and it so happened that Everybody blamed Somebody when Nobody did what Anybody could have done.
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Mac Elite
Join Date: Oct 2000
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Originally posted by maCCer:
thank you TELENAL
When you create your best-seller game/graphics program, remember where you got your help from! 
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Clinically Insane
Join Date: Nov 1999
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Originally posted by TETENAL:
I'm not sure what the difference between "Windows OpenGL" and "Mac OpenGL" is. It's an API that should be pretty much the same on all platforms. I'm confident you will manage the transfer.
The only difference between them is in the WGL and AGL extension sets which each platform has; the core API is the same.
You can avoid using these extensions by using GLUT, which most classes on OpenGL use, so there will be no problem as far as that goes. However, GLUT has issues of its own.
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You are in Soviet Russia. It is dark. Grue is likely to be eaten by YOU!
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Mac Enthusiast
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Actually, there are three components here, don't get confused:
* core GL (i.e. OpenGL 1.5)
* GL extensions (i.e. APPLE_texture_range, ARB_fragment_program, etc)
* the windowing system (i.e. AGL, NSGL, WGL, GLUT)
The windowing system is the platform-specific interface between the GL core and the rest of the OS: getting your drawing onto the screen. Some frameworks like GLUT also try to handle menus and input devices, etc.
Extensions are closer to the GL core than the OS, since they are supposed to just extend the core functionality (and eventually be integrated into the core.) But a lot of them end up being platform-specific due to the whole vendor/driver situation.
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I can vouch for GLUT for Mac with Xcode. A girlfriend of mine took and OpenGL class a couple of years ago. I ... *cough* .. helped her with her homework and project. I wrote every stitch of it using regular C (being careful not to use platform specific API calls) with GLUT. All we had to do was change the #include line for GLUT and we could both edit and run the code on our respective machines using our respective tools (Project Builder for me .. MS Visual C for her). We used GLUT's built-in facilities for contextual menus and text output .. again for compatibility.
Mind you, these weren't big or exciting projects, but I was d@mn proud of myself for being able to write cross-platform apps with OpenGL. There's plenty of sample code out there to get you started.
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