How to set up OpenGL environment in Windows 7? [closed] - opengl

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I am new to OpenGL. I have to develop a simple 3D application. I read from Google that I have to install GLUT and OpenGL. Is that right? Can you tell what exactly should I install?
Any link for proper download is appreciated.

Google that I have to install GLUT and
You don't need GLUT necessarily. A lot of tutorials use it, though.
OpenGL. Is that right?
Well, OpenGL is mostly an API to the drivers. So what you actually need are the drivers for your graphics processor directly from the vendor. The drivers Windows7 installs automatically lack modern OpenGL support.
So just head over to http://intel.com or http://amd.com or http://nvidia.com, depending on your GPU, and download the drivers for from their site directly and install them.
What I highly recommend is getting GLEW: http://glew.sf.net – it makes things to much easier in the long run. Especially if you want to do anything beyond OpenGL-1.1 you'll have to use the so called extension system which is a bit tedious to use directly. GLEW hides this all behind a single function call to glewInit(), once you've got a OpenGL context.

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Make a simple 2D library with OpenGL [closed]

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I would like to create a 'simple' 2D library with OpenGL. I want to use OpenGL because I know I will learn lot of things that's why I don't want to use a higher level library (like SDL).
I know there is some library to make OpenGL a bit easier:
freeglut: I saw a recent release (freeglut 3.2.1 in 29 September 2019) but is it still used?
glfw: it seems more modern but seems too high level
I don't know if we can compare these libraries but what is the 'best' library (between glfw/freeglut) for learning?
There is also GLEW but I don't understand what is it.. Is it required? I just know it's unrelated with freeglut or glfw..
What is the 'best' library (between glfw/freeglut) for learning?
The best library is not using any if you really want to learn all the details.
You will need to learn how to load OpenGL functions on the fly based on the OpenGL version and extensions you want. You also will learn how to use your windowing system (e.g. Win32, X11, etc.) to create a window suitable for OpenGL rendering.
Typically most developers avoid some or all of that by using a library that loads OpenGL functions (e.g. GLEW) and/or creates the native window (e.g. SDL, glfw, glut; which typically work for several platforms), but you can do it by yourself if you really want.
A good option is to pick SDL and use it only for window initialization. That leaves you to load the OpenGL functions you use, which is fairly easy. Then, when you need input, you can use the SDL input subsystem too.

Open a windows with OpenGL context [closed]

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I have worked with SDL. I would like to know how I cound open the window with opengl context on windows
OpenGL on its own does not acknowledge the existence of the window, or any meaningful concept of a window. You need a windowing API. OpenGL will then have a rendering context passed to it by the windowing API.
<windows.h> is the WIN32 API for Windows, and the prototypical go-to API for creating windows when writing OpenGL applications for the first time on a WinOS computer. I don't know what the equivalents for MACOS and Linux are (X11, maybe?) but they have their own flavors.
For a wide variety of reasons (namely the fact that those APIs are old and arcane and obtuse to work with), there are a lot of APIs that wrap around the native Windowing API, and are much preferred for beginners. GLFW is one such example, and my personal preference, as it works out-of-box for Windows, Mac, and most Linux windowing APIs. SDL is another staple, though I get the sense it has fallen out of favor recently (it seems like it tries to do "too much" on its own).
I don't know the functionality of <glu.h>, but given that the whole thing is deprecated, I don't advise using it.

Software-only openGL32.dll? [closed]

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I have multiple machines that do not have openGL capable graphics controllers (or at least not for the OS I am using), and I am trying to run various softwares which require openGL32.dll to be present and working. I only need openGL version 1.4 compatibility.
My question: Is there some sort of software-only emulation for openGL that I can use to run these? I have heard of MESA, but all I need is the dll, and MESA seems to require that I build everything manually.
I am running Windows 10 x86_64
I'm pretty surprised that a machine running Windows 10 does not have a GPU capable of supporting OpenGL-1.4 – most likely you simply don't have the proper drivers installed and that's all your troubles. OpenGL dates back almost 15 years; that was before shaders where are thing.
The default Windows installation does not ship with fully featured OpenGL drivers, because Microsoft in all their wisdom decided, that they'd strip perfectly working OpenGL drivers from the drivers installed through Windows automatic driver installation.
To get full and proper OpenGL support you absolutely must download the drivers directly from your GPU vendors website and install those. Open up the "Hardware Manager", look for "Graphics adapter", there you find the name of it. Type the name plus "driver Windows" into the little box of Google and it will carry you to the right place.
Mesa3D seems to publish its own versions of it: https://fdossena.com/?p=mesa/index.frag

Installing CUDA without replacing DisplayDriver [closed]

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I was just wondering if it would be possible to install the CUDA toolkit without replacing my Display Driver. I don't mind the other changes that the installation would make to my system, but wish to keep my current NVIDIA display driver, rather than change to the one in the CUDA installation. Therefore, is this possible, or is the replacement display driver required to develop and run cuda programmes?
You need a display driver that is at least as recent as that included in the CUDA toolkit that you are installing. For example, Linux CUDA 5.5 requires a 319.37 or newer display driver, Linux CUDA 5.0 requires a 304.54 or newer display driver.
During the install of the toolkit, you will be prompted as to which components you want to install (driver, toolkit, samples). You can select no when prompted for the driver, if you wish to keep your driver. There are getting started guides for each of the supported platforms (windows, linux, mac).

Chromium OpenGL dead project? [closed]

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I've recently started exploring the guts of VirtualBox's Guest Extensions on my Ubuntu Guest. Mostly from curiosity. Partly due to "OpenGL Warning: ... not found in mesa table" warnings. I noticed they are using Chromium OpenGL implementation. I have a two part question.
1.How do I get rid of those warnings? Are they indications of a larger problem? I'm noticing repaint issues which lead me down this path.
2.Am I missing something are is this a 12 year old project last touched 6 years ago!? Is it being actively developed some where else? Will it support OpenGL 3?
Online references would be appreciated as I'm having a hard time finding anything other than these below.
http://sourceforge.net/p/chromium/discussion/stats
http://chromium.sourceforge.net/doc/index.html
The chromium project is basically dead since 2008 or so. There is no support for GL3.x, and it is not planned. Actually, implementing the main purpose of chromium (application-transparent distributed rendering by manipulating the GL command stream) is incredibly hard to outright impossible with the programmable pipeline and modern GL features.
I'm not really familiar with virtualbox, but I am aware that they just used parts of the chromium project to implement a hw-accelerated guest GL simply by forwarding the GL command stream to the host. Such a task is much easier to adapt to modern GL, as no real stream manipulation is to be done. But I'm not aware of how far they have come on that path. So consider this only half of an answer to your question.