[HOpenGL] GLUT_Game
Andre W B Furtado
awfurtado@uol.com.br
Wed, 27 Mar 2002 00:14:39 -0300
[Trying to make gameMode not so highly untested ... :)]
Hello everybody. I'm not sure if I understood how the HOpenGL binding deals
with GLUT_Game, so I'd like to exchange some ideas...
1. Ok, there is no ugly strings like "800x600:16@60" anymore. But can I
COMPLETELY forget about calling function "createWindow"? If so, what about
the configuration list (such as [ Single, GLUT.Rgb ])? I mean, how do I
specify that I'd like to use double-buffering, rgb or rgba pallet, etc., in
the gamemode? Besides that, is there any real danger if I reshape the window
via reshapeWindow and its siblings?
2. In previuos experiences I noticed that I need to call enterGameMode just
after gameMode. Is that True?
3. If it is required a GameModeWidth >= 640, for example, is it possible to
predict wich of the possible configurations (640, 800, etc.) will be the one
chosen?
4. What really happens when there are no possible specified configurations?
I always get an illegal operation...
5. Is it possible to know in runtime if no possible configuration was
detected? Case yes, what would be a reasonable approach to handle with this
(exiting the program, trying another configuration, etc.)?
4. Is the best place to call leaveGameMode just before my general exiting
routine (such as exitWith)?
Thanks a lot for your time!
-- Andre
ps: coming soon - the first (AFAIK) Haskell Game Engine