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Gfx library for Visual C++ 2010?
Posted: Thu Sep 02, 2010 10:29 pm
by comegordas
i'm trying to draw graphics in Visual C++ 2010 and couldn't find a library that works. Allegro throws a lot of errors, and i can't find a link for SDL o GDI+ for this IDE. any suggestions?

Posted: Thu Sep 02, 2010 10:45 pm
by MottZilla
Allegro has issues with newer versions of Visual C++ that may not have been resolved yet. However if you can get an older version like MSVC 6.0, and run it on an older version of windows like XP, you should have no issues. I run Windows XP in a virtual machine and use MSVC 6.0 for Allegro stuff.
You can also try SDL.
Posted: Thu Sep 02, 2010 11:28 pm
by Kasumi
I was just searching for the same thing a few days ago! I've made map making tools for PSP until very recently, just because it was easier for me to get graphics on the screen on that than seeking out and setting up a good PC graphics library.
But
this finally helped me setup SDL using Visual Studio C++ 2010.
There's also
all these. if you want some little tutorials on SDL, but you could probably get as far just reading the documentation.
This one deals with how to include extension SDL libraries. I hope that helps.
Posted: Thu Sep 02, 2010 11:59 pm
by comegordas
thank you guys! i've found that OpenGL is up to date with VC++ 2010, but i never tried it. so what's gonna be: SDL o OpenGL?
the problem is that Microsoft introduced severall changes into this new version of VC++, and there's a lot of libraries that aren't up to date yet. and that includes wxWidgets :\
Posted: Fri Sep 03, 2010 4:57 am
by thefox
comegordas wrote:thank you guys! i've found that OpenGL is up to date with VC++ 2010, but i never tried it. so what's gonna be: SDL o OpenGL?
the problem is that Microsoft introduced severall changes into this new version of VC++, and there's a lot of libraries that aren't up to date yet. and that includes wxWidgets :\
wxWidgets works fine in my VC++ 2010... I used the wxPack:
http://wxpack.sourceforge.net/
Posted: Fri Sep 03, 2010 7:22 am
by tepples
comegordas wrote:thank you guys! i've found that OpenGL is up to date with VC++ 2010, but i never tried it. so what's gonna be: SDL o OpenGL?
The pattern is to install both SDL and OpenGL (or Allegro and OpenGL) and use the hooks in SDL to put them together. Use SDL_image (or the JPEG and PNG extensions to Allegro) to load textures and OpenGL to draw them. Then use SDL events to handle input, SDL_mixer or Allegro digi to play sound, etc.
The big drawback to SDL is that SDL_mixer can't resample a wave in real time (for use with, say, a car engine or an in-game musical instrument), but Allegro breaks more often with updates to the underlying operating system. For example, Xcode 3.2 included with Mac OS X 10.6 broke Allegro because Allegro's build process relied on the presence of the deprecated QuickDraw framework. And in Ubuntu, SDL is maintained by Canonical while Allegro is maintained by volunteers, so Canonical added PulseAudio without checking whether it broke sound in every single Allegro program. It did.
If you can't get VC++ to work, you can always use Dev-C++, which uses a GCC back-end.
Posted: Sat Sep 04, 2010 8:49 pm
by comegordas
the problem is that i'm using the .NET framework and my entire emulator is written in common C/C++ language. the variations between both frameworks is very big. so instead of re-write the emulator's code i decided to compile the program using the old MSVC syntax. now the problem's gone, but the interface coding is hard to do, since i have to include all the form controls from DLLs

Posted: Tue Sep 07, 2010 4:36 pm
by sahib
comegordas wrote:the problem is that i'm using the .NET framework and my entire emulator is written in common C/C++ language.
I believe there are .NET bindings for SDL.