I am replying to this "it will take you years to make 3D graphics" attitude.
I think you guys are wrong.
With a proper learning source, you can get any kind of graphics out to the screen in no time.
Yes, you will not know how to use every function or flag in your chosen API, and you wont know all the math behind the scenes, and your code will probably be inefficient and without optimizations, but what is it you expect?
To know every single thing before you even start coding? to plan the perfect code without ever making mistakes?
Why, in that case you will never actually _start_ coding.
On an unrelated subject, writing on this old cellphone is such a pain
I know this question has been already answered a lot but i just need a little helpI'm totally new to OpenGL, before OpenGL im was working on DirectX
I went to official website, i saw tons of stuff over there which totally confused me. I'm a C++ programmer and im trying to find such book that can take me from start and introduce me to OpenGL step by step I'm confused what is OpenGL ES ? GLUT ? and other things ? are they are extension or libraries The official web is confusing me a lot, where to get start from basics of OpenGL
I want to work on C++ in windows on OpenGL 3.x (onwards)
Can any one suggest me a book of link that can help or guide me step by step and tell me about all these things
The main issue when starting using OpenGL is that making a context isn't a native thing like a DirectX one. Every platform has its own functions and entry points you need to know in order to request a context when making the window for your application. Since it's very annoying to make windows and request contexts in general, most people use portable libraries that do it for them (GLUT, SDL, GLFW, etc.).
OpenGL ES is a stripped version of OpenGL meant to be used by portable devices, such as cellphones, tablets, car computers and such.
OpenGL is currently at version 3.X and 4.X depending on your graphics card, but OpenGL ES is equivalent to OpenGL 2.1 (more or less), so if you want to make code for portable devices, you should probably learn 2.1.
Once you do have a window and a context, you can only access tiny amount of OpenGL functions, mainly because of Microsoft being retards and such, constraining the OpenGL DLL to version 1.1 (1.2 on Windows 7 I think?). Since your graphics card drivers support a better version, you will need to get the function entry points from the driver itself manually....or use yet another library that does it for you (GLEW and GLEE are the main ones).
Finally when you have a window, an OpenGL context, and all the entry points to the OpenGL functions, you can start actually using OpenGL without too much worrying.