   xbox controller with OpenGL
  I recently bought the wireless Xbox 360 controller for windows in the hopes to program it for the project I'm working on.  I was planning on using OpenGL, however, it's not to late to switch to DirectX.  I was just wondering what anybody thought.  If so I was wondering what method to use, I read online about using SDL or other people who used XInput exclusively for the controller and the rest in OpenGL.  I would like to stick with OpenGL, but if it's going to cause a headache (I'm new to both DirectX and OpenGL), I guess it will be worth the switch.  Thanks in advance.   
  You can use DirectX with OpenGL (you just can't use Direct3D with OpenGL, as far as I know...)DirectX covers graphics (A.K.A. Direct3D)/sound/input/etc.OpenGL only covers graphics.So it's perfectly fine to use DirectInput and OpenGL at the same time.   ;  It doesn't matter if it's a XBox360 controller for PC or some keyboard or mouse. You can handle input as you wish. I can't say much about SDL but perhaps it uses DircetInput underneath the hood.   ;  I got the non wireless controller and afaik it works like a normal controller. With it installed I can use it in any game that supports the control, including sdl(in my game lolball).Though sdl doesn't support anything like vibrations or force feedback(and neither the other cross-platform (input) libraries I've looked at). Depending on some os setting sdl uses the windows or "direct input" controller input. The former doesn't support vibrations, but I think the latter does.You might be able to mod sdl to support vibration(if you need it), though if you are going to mod sdl, you might as well switch to sfml as it is cleaner though it doesn't use direct input(at all) for the controller(so if you want to use vibrations, you'll have to "upgrade sfml" to use it)Limmiting yourself to a input-library for one controller seems rather stupid(unless it's a demo/concept game) so I would not go that route.hth[Edited by - sirGustav on September 13, 2007 1:28:44 AM];  I recommend you use OIS for input. It's a wonderful input library that wraps up all the messy DirectInput code. Supports any controller.Though XInput is pretty easy to use as well if you decide to go with that. However, you get much more than just 360 controller support with OIS.   