Learning OpenGL without GLUT?

I don't see how FreeGLUT is geared more towards Windows than any of the other major operating systems - the API is cross-platform, and FreeGLUT is a very stable project which works well on the operating systems which it claims to support. On what evidence do you base this claim? That said, you could use SDL or the JogAmp APIs.

The latter, however, is written in Java, but if you're so concerned about maintaining cross-platform support without any recompilation of the source code, then you may want to consider programming in Java. The JogAmp APIs include support for OpenGL, OpenCL, OpenMAX, and have support for lightweight native windows, so the performance penalty should not be very drastic. Moreover, JOGL provides support for various OpenGL profiles and facilitates the task of choosing which minimum OpenGL version you would like to support in your applications.

Most important is, that you already onderstood that OpenGL is not tied to GLUT. And yes, doing all that OS specific stuff yourself becomes tedious. I now recommend people to use GLFW glfw.org, an excellent OpenGL framework with thorough support for OpenGL-3 and built in extension loading mechanism.

Instead of having a black box event loop, like GLUT, GLFW gives you full control over how events are processed. Once your demands get more advanced you may end up writing your own framework, but for most projects GLFW is an excellent choice. And of course most traditional toolkits like GTK+, Qt, wxWidgets, Fox... provide some OpenGL widget.

I cant really gove you an answer,but what I can give you is a way to a solution, that is you have to find the anglde that you relate to or peaks your interest. A good paper is one that people get drawn into because it reaches them ln some way.As for me WW11 to me, I think of the holocaust and the effect it had on the survivors, their families and those who stood by and did nothing until it was too late.

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