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OpenGL SDKs are available for different uses, including those provided by hardware developers. They can expand the functionality of the API and include tools to make it easier to use. The best SDK depends on the project’s complexity and the programmer’s experience, with comprehensive SDKs requiring a steep learning curve. Tools and documentation are important features of a good SDK.
There are a number of Open Graphics Library® (OpenGL®) software development kits (SDKs) available, although many are geared specifically to a particular use. Graphics card and hardware developers typically provide an OpenGL® SDK that is fairly comprehensive in terms of code samples and documentation, but may also include functionality specific to the company’s hardware. Some SDKs focus on providing easy access to the OpenGL® abstract programming interface (API), typically focusing on a particular use, such as molecular visualization, physics, or interactive art. A more complete OpenGL® SDK may include a fully functional framework or scenegraph that extends the functionality of the core API, although it may also have a steeper learning curve than a simpler SDK. A number of OpenGL® SDKs focus on providing high-performance graphics and algorithms that are best used for real-time animation, interactive three-dimensional (3D) environments, or video games.
An important distinction to make is that an OpenGL® SDK is different from the OpenGL® API. The API is the basic interface required to write and compile an OpenGL® application. An OpenGL® SDK can be a collection of tools, source code, documents, and libraries that can expand the functionality of the API, include advanced OpenGL® drivers, or provide tools to make the API easier to use. The OpenGL® developers maintain no official OpenGL® SDK, so all kits are written and developed by individual communities, programmers, or companies, independent of the OpenGL® Architecture Review Board (ARB).
The best OpenGL® SDK will be one that suits the programmer’s experience and is not overly complex for the project. For simple projects, such as displaying the results of a function or algorithm, a basic math SDK would typically be much better suited than a kit provided by a graphics card manufacturer to focus on special features such as rendering translucent hair . Similarly, in some cases, the best SDK may be no SDK, because the basic drawing capabilities of OpenGL® are only present with the API.
For large or interactive programs that may require a good deal of model loading and image manipulation, a more comprehensive OpenGL® SDK may be required. Commercial and open source SDKs come in different levels of complexity which can make it very easy to access many frequently used functions, such as building vertex buffer objects or temporal animation. One complication with an SDK that implements something as large as a full scenegraph, however, is that it will require a steep learning curve, because the code for the SDK may be a long way from basic OpenGL® techniques.
The tools provided with an OpenGL® SDK could sometimes be important to simplify development. These may include viewing programs to see how a scene or model will look like when rendered with the SDK, or plug-ins for commonly used modeling programs, which would allow you to export files directly into formats usable by the SDK. In addition to tools, a feature of a good SDK will be proper documentation, as well as a community available to answer questions should they arise.
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