learning OpenGL
category: code [glöplog]
thank you inigo for those links :)
Quote:
I'm thinking about learning OpenGL :P
[...]
which tutorials should I read first?
Quote:
Also, read ryg's trip through the graphics pipeline.
Seriously... ryg's series of articles is just plain awesome, but come on, don't you think it's a little bit inappropriate when the original question was "which tutorial should I read first?"?
Btw. anyone is using glm in demo related projects? many tutorials ease the work by using it...
I've been thinking of swapping my own math for glm.
maqFLP, yes I'm using GLM. Only plugged it in recently though, but it does make life a lot easier in many ways :)
GLM is awesome.
Another up for GLM.
What raizor_, pommak and Ferris said
I've learned OpenGL ES 2.0 first and then moving on to its bigger brother: OpenGL 3.3 was a breeze.
My learning resources were OpenGL ES 2.0 Programming Guide and nice examples from the PowerVR SDK.
My learning resources were OpenGL ES 2.0 Programming Guide and nice examples from the PowerVR SDK.
thanks guys :)
and one more question - which compiler should I use? I'm installing Visual C++ 6.0 Right now....
and one more question - which compiler should I use? I'm installing Visual C++ 6.0 Right now....
and which math concepts should I master before setting out on such a trip? .... I'm currently 14 and doing grade 9/10 math...... stuff like sine/cos?
If you still wanna do cracktros, sine and cosine are indeed your friends.
Some basic matrix/vector math wouldnt go astray either, especially with new OGL.
though, nothing is stopping you still using software buffers, and using OpenGL just as a blitter (to avoid your GDI problems).
Some basic matrix/vector math wouldnt go astray either, especially with new OGL.
though, nothing is stopping you still using software buffers, and using OpenGL just as a blitter (to avoid your GDI problems).
Quote:
Visual C++ 6.0
Too old. There's free "express" versions of all recent Visual Studio versions. Especially VS2010 (English ISO with all versions here) improved the usability a lot imo. Optimization possibilities are not as good as in the full versions, but that shouldn't matter much...
Haven't tried the new VS2012 though.
You might need some recent OpenGL headers if you're using advanced functions.
For math there's also Eigen which is not GLSL-like, but is also header-only and has some advanced features.
VS2012 is quite nice once you get over the slightly more washed out colour scheme. You should be fine with the express edition of VS2010 or 2012, at least in the short term.
In terms of mastering maths beforehand, I'd personally come up with some idea of what you're looking to achieve (what effects etc), and then pick up the necessary maths needed for those as you go. I find this approach has worked well for me, as you learn as you go rather than trying to cram a million new things into your mind without any idea of what to apply them to.
In terms of mastering maths beforehand, I'd personally come up with some idea of what you're looking to achieve (what effects etc), and then pick up the necessary maths needed for those as you go. I find this approach has worked well for me, as you learn as you go rather than trying to cram a million new things into your mind without any idea of what to apply them to.
VS2012 all the way. As for the color scheme, it DOES also come with a dark theme that looks rather sexy :)
Also, VS2012 Express (for Desktop) can do C++11, 64bit, plugins, finally has C++ and C# in the same package, etc etc. The only thing I'm really missing with Express is all the new DirectX integration/debugging but it shouldn't bother you and your rather questionable choice of graphics API :P
Seriously tho, OpenGL is definitely the right choice for learning about 3D programming. Just don't stick with the basics for too long and switch over to shaders/VBOs/FBOs as soon as you feel you get what they do. You can do so much more stuff with the training wheels off (unless other people who think "what works, works" is an excuse for this).
[quote=kb_]Also, VS2012 Express (for Desktop) can do C++11, 64bit, plugins, finally has C++ and C# in the same package, etc etc. The only thing I'm really missing with Express is all the new DirectX integration/debugging but it shouldn't bother you and your rather questionable choice of graphics API :P[/quote]
I assume KB stands for KotzBroken ;)
I retract my previous statement. KB stands for KeinBlattvordenmund :D
I assume KB stands for KotzBroken ;)
Quote:
...(unless other people who think "what works, works" is an excuse for this).
I retract my previous statement. KB stands for KeinBlattvordenmund :D
Quote:
nice thing is, when you make the switch, there's actually LOADS less to remember when you actually DO stuff.Just don't stick with the basics for too long and switch over to shaders/VBOs/FBOs as soon as you feel you get what they do.
Oh, and most important VS2012 tip of all: set HKEY_CURRENT_USER\Software\Microsoft\VisualStudio\11.0\General\SuppressUppercaseConversion to 1 (DWORD)
oh so THATS how you turn that off. thx.
the free "VSCommands for VS 2012" has this option + some useful others, they say.
@Danzig: Can VS2012 Express use plugins? I thought the free versions had them disabled.
@Subi: AFAIK they are still disabled for 2012 Express Editions, too. I just found that info about VSCommands while searching for the reg key KB posted. I haven't seen VS2012 yet and didn't knew about that MENU PROBLEM :D And I just wanted to share the info with the kind people here at pouët ;)