In my opinion, GLUT is still great to learn programming OpenGL in. It is no longer maintained, as far as I know. Do look at : http://www.opengl.org/resources/libraries/glut/ for the official word
Extract from the above link - "The GLUT library has both C, C++ (same as C), FORTRAN, and Ada programming bindings. The GLUT source code distribution is portable to nearly all OpenGL implementations and platforms. The current version is 3.7. Additional releases of the library are not anticipated. GLUT is not open source. Mark Kilgard maintains the copyright."
As far as SDL being the rage, it is great for cross-platform stuff and many people are using it. I personally use Qt for my OpenGL work. Other windowing system alternatives also exist. It is also possible to program natively for windows or X.
Edit Feb 28 2017:
I should clarify that the student looking to jump into the practicalities of OpenGL would be better served by starting with SDL or Qt. As @TM rightly notes in his comment, using GLUT is far removed from the realities of programming a real world rendering application in OpenGL. My opinion that GLUT is good for learning comes from the thought that it is easier to learn when one separates the concern of learning an OpenGL from the concern of learning about the specifics of a Windowing system. Naturally, this may not match your needs.
GLUT is rather simplistic for serious game development. SDL is used by numerous commercial game porting companies. GLUT happens to be good for studying OpenGL and for simple demos. Something like SDL is quite good for actual games.
SDL with its abstractions for other things, such as audio, and SDL's various addon libraries (SDL_image, SDL_mixer, ...) help a lot when writing a full game. Having control over the main loop is also pretty important.
If you are working on an OpenGL application which needs some native GUI as well (for example, a 3D modeler) you may be more interested in using wxWidgets or, as batbrat suggested, Qt.
我的 OpenGL 经验通常是在嵌入式系统上,我可以完全控制输出,并且我使用 X Instrinsics 来启动基本的 OpenGL 窗口。 这有点痛苦,但只需少量代码即可完成大部分工作的 OpenGL。
GLUT is a very useful learning guide, but it's not full featured or useful enough for most real-world applications. I've also encountered minor issues with a few different GLUT implementations and support in some environments, so I've learned to stay away from it for anything but quick demos.
My OpenGL experience has generally been on embedded systems where I have complete control over the output, and there I use X Instrinsics to get the basic OpenGL Window up. It's a bit painful, but it's a small amount of code to get to OpenGL, where the bulk of the work is done.
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在我看来,GLUT 仍然是学习 OpenGL 编程的好地方。据我所知,它已不再维护。
请查看: http://www.opengl.org/resources/libraries/glut/< /a> 为官方词语
摘自上述链接 -
“GLUT 库同时具有 C、C++(与 C 相同)、FORTRAN 和 Ada 编程绑定。GLUT 源代码分发可移植到几乎所有 OpenGL 实现和平台。当前版本是 3.7。该库的其他版本不支持预期的。
GLUT 不是开源的。 Mark Kilgard 保留版权。”
另请参阅:http://www.opengl.org/ resources/libraries/windowtoolkits/
您可能还想查看 GLUX:http ://code.google.com/p/glux/
就 SDL 的流行而言,它非常适合跨平台,而且很多人都在使用 Qt 来完成我的 OpenGL 工作。窗口系统替代方案也存在。也可以为 Windows 或 X 进行本地编程。
2017 年 2 月 28 日编辑:
我应该澄清一下,希望立即了解 OpenGL 实用性的学生最好从以下开始:正如 @TM 在他的评论中正确指出的那样,使用 GLUT 与用 OpenGL 编写现实世界渲染应用程序的现实相去甚远。我认为 GLUT 有益于学习,因为它更容易学习。当人们将学习 OpenGL 的关注点与学习窗口系统细节的关注点分开时。 当然,这可能不符合您的需求。
In my opinion, GLUT is still great to learn programming OpenGL in. It is no longer maintained, as far as I know.
Do look at : http://www.opengl.org/resources/libraries/glut/ for the official word
Extract from the above link -
"The GLUT library has both C, C++ (same as C), FORTRAN, and Ada programming bindings. The GLUT source code distribution is portable to nearly all OpenGL implementations and platforms. The current version is 3.7. Additional releases of the library are not anticipated.
GLUT is not open source. Mark Kilgard maintains the copyright."
Also look at : http://www.opengl.org/resources/libraries/windowtoolkits/ for alternatives.
You may also want to check out GLUX : http://code.google.com/p/glux/
As far as SDL being the rage, it is great for cross-platform stuff and many people are using it. I personally use Qt for my OpenGL work. Other windowing system alternatives also exist. It is also possible to program natively for windows or X.
Edit Feb 28 2017:
I should clarify that the student looking to jump into the practicalities of OpenGL would be better served by starting with SDL or Qt. As @TM rightly notes in his comment, using GLUT is far removed from the realities of programming a real world rendering application in OpenGL. My opinion that GLUT is good for learning comes from the thought that it is easier to learn when one separates the concern of learning an OpenGL from the concern of learning about the specifics of a Windowing system. Naturally, this may not match your needs.
对于严肃的游戏开发来说,GLUT 相当简单。 SDL 被许多商业游戏移植公司使用。 GLUT 恰好适合学习 OpenGL 和简单的演示。 像 SDL 这样的东西对于实际游戏来说非常好。
SDL 及其对其他事物(例如音频)的抽象以及 SDL 的各种插件库(SDL_image、SDL_mixer 等)在编写完整游戏时有很大帮助。 对主循环的控制也非常重要。
如果您正在开发一个 OpenGL 应用程序,它也需要一些本机 GUI(例如,3D 建模器),您可能对使用 wxWidgets 或如 batbrat 建议的 Qt 更感兴趣。
GLUT is rather simplistic for serious game development. SDL is used by numerous commercial game porting companies. GLUT happens to be good for studying OpenGL and for simple demos. Something like SDL is quite good for actual games.
SDL with its abstractions for other things, such as audio, and SDL's various addon libraries (SDL_image, SDL_mixer, ...) help a lot when writing a full game. Having control over the main loop is also pretty important.
If you are working on an OpenGL application which needs some native GUI as well (for example, a 3D modeler) you may be more interested in using wxWidgets or, as batbrat suggested, Qt.
GLUT 是一个非常有用的学习指南,但对于大多数实际应用程序来说,它的功能并不完整,也不够有用。 我还在某些环境中遇到了一些不同的 GLUT 实现和支持的小问题,所以我学会了除了快速演示之外的任何事情都远离它。
我的 OpenGL 经验通常是在嵌入式系统上,我可以完全控制输出,并且我使用 X Instrinsics 来启动基本的 OpenGL 窗口。 这有点痛苦,但只需少量代码即可完成大部分工作的 OpenGL。
GLUT is a very useful learning guide, but it's not full featured or useful enough for most real-world applications. I've also encountered minor issues with a few different GLUT implementations and support in some environments, so I've learned to stay away from it for anything but quick demos.
My OpenGL experience has generally been on embedded systems where I have complete control over the output, and there I use X Instrinsics to get the basic OpenGL Window up. It's a bit painful, but it's a small amount of code to get to OpenGL, where the bulk of the work is done.