What version of opengl should i learn?

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15 comments, last by jfirjebshw 9 years, 2 months ago

HI, i'm going to start learning opengl with freeglut. The thing is, I don't know what version to use, I've made some research and it seems that opengl 2.1 would give me the most portability and would be compatible with old hardware. But I also found that in opengl 3 a lot of things from older versions are deprecated. I don't want to make an app wih some outdated software, but my graphics card supports opengl 3.0 and all the tutorials I found are for opengl 3.3 or greater.

Which version do you recommend me? Is opengl 2.1 a good option if I want compatibility with old hardware? Or it's just to old?

Any tutorials are also apreciated biggrin.png

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I'd just go with OpenGL 3 personally. OGL 2 is fine and there are enough games floating about that use it, but it's not like you're about to shut yourself out from a huge part of the market by using OGL 3 ;)

The learning curve is a little larger for OGL 3 as it's harder to get even a triangle drawing on the screen. But once you do have that, it's easy to expand. Plus given that shader-based graphics is always getting larger, it's probably best to get learning that!

Plenty of tutorials around. I'd recommend http://www.arcsynthesis.org/gltut/.

Good luck!

BSc Computer Games Programming (De Montfort University) Graduate

Worked on Angry Birds Go! at Exient Ltd

Co-founder of Stormburst Studios

Plus given that shader-based graphics is always getting larger, it's probably best to get learning that!

Actually i know nothing about graphics with opengl but I've heard that with opengl 3 you have to write your own shaders. What about that, is it that difficult? Are there any alternatives to doing that?

my graphics card supports opengl 3.0

Whats your graphics card?

What about that, is it that difficult? Are there any alternatives to doing that?

Kinda. Thing is, do you want learn to do cool stuff or not?

EDIT: Text editor should eat a bag of dicks for messing the quote blocks AND adding whitespace out of nowhere.

Here is the thread where I reported the editor issue: http://www.gamedev.net/topic/665337-editor-messes-up-quote-blocks/

"I AM ZE EMPRAH OPENGL 3.3 THE CORE, I DEMAND FROM THEE ZE SHADERZ AND MATRIXEZ"

My journals: dustArtemis ECS framework and Making a Terrain Generator

I've heard that with opengl 3 you have to write your own shaders. What about that, is it that difficult? Are there any alternatives to doing that?


Writing your own shaders can be as easy as you want it to be. A really basic shader takes almost no effort at all once you learn the basics.


EDIT: Text editor should eat a bag of dicks for messing the quote blocks AND adding whitespace out of nowhere.


I just had the same problem. WTF @ text editor!?


Whats your graphics card?

On board, intel hd graphics ivy bridge(with intel celero g1610)


Thing is, do you want learn to do cool stuff or not?

Absolutely. But I'm kinda intimidated because I'm in highschool so I don't know a lot about maths and physics. I've been using sdl and libgdx for making games for a while now. And moved on to opengl mainly for 2d graphics(for adding efects and stuff that was harder or imposible with other 2d libs).


On board, intel hd graphics ivy bridge(with intel celero g1610)

From what I've seen, it should support up to OpenGL 4.1, so update your graphics drivers.

Absolutely. But I'm kinda intimidated
Then dont worry, if you keep at it, it wears off after a while. The online book/tutorial that Dezachu linked is quite good. Teaches you all the basics oriented to "modern" usage of OpenGL and doesn't skimps on the theory. Be prepared to read it again and again though, I know I did biggrin.png.

Don't worry about it teaching "only" OpenGL 3.3, after you get comfortable with that, you can see how to complement your knowledge with OpenGL 4 features. OpenGL 3 kinda lays out the basic "modern" features that you need, OpenGL 4 features build upon those for when you need to do more advanced things (tesselation, crazy dynamic buffer updating, virtual texturing, DSA, etc).

EDIT: OMG EDITOR GET YOUR SHIT TOGETHER.

"I AM ZE EMPRAH OPENGL 3.3 THE CORE, I DEMAND FROM THEE ZE SHADERZ AND MATRIXEZ"

My journals: dustArtemis ECS framework and Making a Terrain Generator


From what I've seen, it should support up to OpenGL 4.1, so update your graphics drivers.

I can't. In my linux distro the best i can get is opengl 3.0

You don't have to write custom shaders for OpenGL 3. Or 4.

Thanks to the Compatibility Profile, you can keep writing old fixed-function code.

Some drivers will only let you use new features if you're on the Core (non-Compatibility) Profile, but since profiles didn't even exist until GL 3.1, you should be safe. The differences between GL 2.1 and GL 3.0 and (relatively) minor features. It's the jump to 3.2+ and 4.1+ that are the big game changers. You ideally should write Core-friendly code these days, but you certainly don't have to.

I can't. In my linux distro


I'll just leave that quote there. tongue.png

Sean Middleditch – Game Systems Engineer – Join my team!

For anyone starting out now, it's an extremely poor decision IMO to treat shaders as an optional thing, or a thing to learn later. Graphics programming includes shader programming, period. If you can't handle that, go use an existing engine like Unity instead.

SlimDX | Ventspace Blog | Twitter | Diverse teams make better games. I am currently hiring capable C++ engine developers in Baltimore, MD.

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