Will Learning Direct3D help Understanding Open GL Better?

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12 comments, last by DragonBooster 10 years, 3 months ago

Might be me, but I've not found OpenGL that bad to be honest. A lot of the deprecated commands require an extra i or another character for some reason which is annoying. But apart from that, it's been rather straight forward and when building a small engine I've not really used that much code to get a 3D GL renderer running.. It's mainly in the shaders and with LWJGL you can import multiple versions of the GL library, although I have had specific versions complain about overlapping.

Had a few culling issues, I some how managed to mess it up so when the cube spins it doesn't remove the cull which I sorted out and trying to sort out the flipped buffer in LWJGL was a bit of a pain even with direction. Apart from that all pretty much straight forward.!

I'd honestly try LWJGL and work though some tutorials on youtube, you may find it's not all that scary.

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Might be me, but I've not found OpenGL that bad to be honest. A lot of the deprecated commands require an extra i or another character for some reason which is annoying. But apart from that, it's been rather straight forward and when building a small engine I've not really used that much code to get a 3D GL renderer running.. It's mainly in the shaders and with LWJGL you can import multiple versions of the GL library, although I have had specific versions complain about overlapping.

Had a few culling issues, I some how managed to mess it up so when the cube spins it doesn't remove the cull which I sorted out and trying to sort out the flipped buffer in LWJGL was a bit of a pain even with direction. Apart from that all pretty much straight forward.!

I'd honestly try LWJGL and work though some tutorials on youtube, you may find it's not all that scary.

Thanks, for the suggestion but i am a C++/C#/C Programmer and i hate Java. But thank's anyway.

Might be me, but I've not found OpenGL that bad to be honest. A lot of the deprecated commands require an extra i or another character for some reason which is annoying. But apart from that, it's been rather straight forward and when building a small engine I've not really used that much code to get a 3D GL renderer running.. It's mainly in the shaders and with LWJGL you can import multiple versions of the GL library, although I have had specific versions complain about overlapping.

Had a few culling issues, I some how managed to mess it up so when the cube spins it doesn't remove the cull which I sorted out and trying to sort out the flipped buffer in LWJGL was a bit of a pain even with direction. Apart from that all pretty much straight forward.!

I'd honestly try LWJGL and work though some tutorials on youtube, you may find it's not all that scary.

Thanks, for the suggestion but i am a C++/C#/C Programmer and i hate Java. But thank's anyway.

Well I work with C++ / C# / C / Lua and Java and it has little to do with using using OpenGL IMO. I have the framework ported to C++ and C# as well, it's more about getting the concept's down really, the syntax doesn't vary wildly enough to cause major issues if you know how to do it in one language.

Best of luck.

Might be me, but I've not found OpenGL that bad to be honest. A lot of the deprecated commands require an extra i or another character for some reason which is annoying. But apart from that, it's been rather straight forward and when building a small engine I've not really used that much code to get a 3D GL renderer running.. It's mainly in the shaders and with LWJGL you can import multiple versions of the GL library, although I have had specific versions complain about overlapping.

Had a few culling issues, I some how managed to mess it up so when the cube spins it doesn't remove the cull which I sorted out and trying to sort out the flipped buffer in LWJGL was a bit of a pain even with direction. Apart from that all pretty much straight forward.!

I'd honestly try LWJGL and work though some tutorials on youtube, you may find it's not all that scary.

Thanks, for the suggestion but i am a C++/C#/C Programmer and i hate Java. But thank's anyway.

Well I work with C++ / C# / C / Lua and Java and it has little to do with using using OpenGL IMO. I have the framework ported to C++ and C# as well, it's more about getting the concept's down really, the syntax doesn't vary wildly enough to cause major issues if you know how to do it in one language.

Best of luck.

For me syntax matters a lot since i am also going to be creating an Abstraction layer, C++ is my prefered language that i am strong and best at with C# being second. But thanks a lot for the help. Could you maybe PM me the C++ port. It sounds interesting.

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