Steve Baker (sbaker++at++link.com)
Tue, 20 Oct 1998 11:42:05 -0500 (CDT)
> Some more info, which someone asked me to supply:
>
> > AFAIK, the OGL version isn't supposed to be run on IGL h/w, and vice
> > versa. But someone else will probably be able to confirm this.
>
> My understanding is that I SHOULD be able to run IGL on OGL, and visa
> versa. Sure, I'll take a performance hit but I've got plenty to spare.
> What I don't have is loads of time to port my s/w at this time, so I'm
> using IGL for this application because that lets me continue to use the
> user input routines I wrote for IGL.
IGLOO (Iris GL on OpenGL) is kinda flakey - I wouldn't rely on it
for anything serious.
We ported our (**HUGE**) Performer APP from IrisGL to OpenGL in a
week or so - if you use TOOGL to the the bulk editing, and check
the places where it flags something "iffy", it all goes fairly
smoothly.
(TOOGL converts C source code containing IrisGL into C source code
containing OpenGL calls in their place by mangling your source files
for you).
The biggest hassle in converting IrisGL to OpenGL is the lack of windowing
and peripheral I/O in OpenGL. However, most Performer applications rely on
either Performer or X-windows to do that stuff - so the conversion goes
*reasonably* smoothly.
You also have to watch out for non-power-of-two Texture maps and the
occasional pfGeoState/pfMaterial mode that doesn't work in OpenGL.
Steve Baker (817)619-2657 (Vox/Vox-Mail)
Raytheon Systems Inc. (817)619-2466 (Fax)
Work: SBaker++at++link.com http://www.hti.com
Home: SJBaker1++at++airmail.net http://web2.airmail.net/sjbaker1
This archive was generated by hypermail 2.0b2 on Tue Oct 20 1998 - 09:43:40 PDT