[comp.lang.c++] Device-independent PC graphics

johnc@plx.UUCP (John C.) (02/24/90)

nelson_p@apollo.HP.COM (Peter Nelson) writes:

>>   What are some other approaches to writing 
>>   compiler- and device- independent graphics code for PC's?   

Why not write your application in Windows?  Windows device drivers
ensure device-independence, and there are many drivers for 
workstation-resolution display cards and their monitors.  For example,
my company's products are targeted for the Sigma LaserView (1664x1200).

Windows has device-resolution, isotropic, and anisotropic mapping
modes for graphics, so the drawing "does the right thing" when its
enclosing window is resized.

You have to determine whether your compiler can generate the function
prolog code required by Windows, and of course you need to either
purchase the Microsoft Windows SDK or Whitewater Group's Actor package
(if you want to program in Actor).  Many non-Microsoft compilers are
now capable of generating Windows-compatible code.

With Windows 3.0 coming "Real Soon Now", you will have access to
the 16 MB address space for your application.  By coding for Windows
you will already have done much of the work to have it running in 
OS/2-PM, if/when that catches on (I think it will, but only after 
Windows 3.0 is here).

Windows isn't the easiest environment to develop for, but many third-party
tools are starting to appear which enable you to write a Windows app
without starting from scratch.  And once it's written, its *PORTABLE*

If you're interested, tune in to comp.windows.ms

/John Ciccarelli, Plexus Software (...sun!plx!johnc)