about sGL
sGL is a C++ wrapper built around OpenGL. OpenGL is a platform independent Graphics Library built originally in C. Accompanied with OpenGL dedicated hardware it is an extremely powerfull library; and is becoming an industry standard in Graphic softare developement.

However OpenGL being a very powerfull C library is quite complex, and hard to understand and to use. Furthermore the concept of a functional language is counter-intuitive to a medium revolving around object design (object in the literal sense of the word.)

Thus sGL, Structured Graphics Library, was developed by Santiago V. Lombeyda, as an Object Oriented interface allowing easy access to creation and control of objects as provided in OpenGL.

sGL allows a user to create a scene in fewer than 20 lines of code, which may have easily taken 5 to ten times as much using pure OpenGL. Furthermore, because of the innate object oriented cabailities of C++ (inheritance, polymorphism) a semi-experienced porgramer may expand sGL, adding new object bases, as well as linking, scripting, animating, or even viewing capabilties.

It is easily concievable that even games (i.e. pool) could be developed easily with the aid of sGL. And, due to the platform independent base of sGL and OpenGL, code may be ported and recompiled under any platform.




how to use
Once you have downloaded the required files. using sGL is quite simple. First start by becoming familiar with the sGL api. Then follow the below describe procedure (some steps may only need to be performed once):
  1. With all requirements fullfilled, first edit the Makefile. In it you will find several paths which may need to be changed according to you system and environment. Such dependencies include:

    • available C++ compiler: correct the path for your preferrec C++ compiler.

    • OpenGL Include Directory: set the path were the OpenGL include files are locatee (i.e. gl.h, glu.h, glut.h)

    • library paths Make sure that you have set your enviroment paths correctly so that when compiling your scene, the Makefile will be able to find all included libraries. Such libraries include the math library m, system libraries (default x-windows), and OpenGL libraries (GL, GLU; default Mesa libraries MesaGL, MesaGLU).

    • scene file names: by default it is assumed that the file name being used to descibe your scene is called scene.cpp, with the executable being created and named scene. You may change this to whichever is your preference.


  2. Edit your scene file according to legal sgl api and OpenGL commands, functions, and operations.

  3. Compile your scene. Type make, make scene, or make all. If your have made changes to the sgl.h, sgl_shapes.h, or slg_links.h you may want to clean all object files using make clean before recompiling.

    If you get compilation erros, make sure that you have no spelling mistakes (typos,) that you are using the correct form of the constructors/methods. If you need further assistant, you may contact the deveoper pf sGL at help

  4. Execute your scene. If you are using the provided sgl class, then you may cruise around your world! Enjoy!

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