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Thread: OpenGL and DDraw

  1. #1
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    OpenGL and DDraw

    Do OpenGL and DirectDraw mix OK ?? Are there any traps I should know about or special cases one should be wary of ??

    Thanks,
    Dan.
    Being crazy is not a requirement but it helps.

  2. #2
    Senior Member OpenGL Guru
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    Re: OpenGL and DDraw

    Trying to mix OpenGL and DirectDraw is... err... no good

    It's more or less (maybe there is a way, but I doubt) impossible to mix two API's that both uses the videomemory. They are working in two different ways, and are incompatible with each other.

    My tip is: don't even try.

  3. #3
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    Re: OpenGL and DDraw

    Thanks for the tip.

    So how would you go about creating a full screen OpenGL window if you can't use DDraw ??

    Dan.
    Being crazy is not a requirement but it helps.

  4. #4

    Re: OpenGL and DDraw

    use ChangeDisplaySettings and EnumDisplaySettings.
    http://www.pseudonymz.demon.co.uk/su...tml#screenmode

  5. #5
    Senior Member OpenGL Guru
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    Re: OpenGL and DDraw

    Oh, so you want to set videomode with DirectX...

    I have heard that it should be OK to use DirectX to set videomode, and then use OpenGL for rendering. But I still think it's bad to mix two "similar" APIs, so I haven't tried it. I thought you wanted to use DirectDraw-functions for, for example, bitmap handling and stuff, and that is no good .
    http://nehe.gamedev.net got some nice tutorials (well, loads of other stuff too) that uses native Win32 calls to set videomode.

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