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JuggernautDev

Member Since 28 Jul 2012
Offline Last Active Feb 07 2013 03:39 PM

Posts I've Made

In Topic: Learning Open GL Advanced Features

28 July 2012 - 04:43 PM


Oh I see. Are NeHe tutorials updated to 3.x version ? Can you suggest online tutorials based on 3.x version that covers basic to advanced techniques that are available in indie game engines available in the market ?

A stock recommendation is http://www.arcsynthesis.org/gltut/
I also like to plug the examples from my signature: https://github.com/p...OpenGL-Examples ;).


Thanks for the links. I guess, those are enough for starting now. :)

In Topic: Learning Open GL Advanced Features

28 July 2012 - 03:55 PM

I personally would still concentrate on 3+. The reason being that using 2.x after understanding 3+ is really easy while going from 2 -> 3 there is a high chance that you have to "unlearn" things that got deprecated in newer versions. Using pure programmable pipeline also has the advantage that it exposes more of the inner workings as opposed to the "easy" blackbox that is fixed function/matrix stack. It's just more transparent.


Oh I see. Are NeHe tutorials updated to 3.x version ? Can you suggest online tutorials based on 3.x version that covers basic to advanced techniques that are available in indie game engines available in the market ?

In Topic: Learning Open GL Advanced Features

28 July 2012 - 03:39 PM

@larspensjo: Thank you for your advice. I will look into it. So I guess I am better off starting with NeHe tutorials I guess.

In Topic: Learning Open GL Advanced Features

28 July 2012 - 11:23 AM

Thanks for all the replies. In many forums on the internet I have seen comments stating that OpenGL 2.0 or 2.1 is a bit messy because the features are mostly available through extensions and that all drivers may or may not have support for all the extensions. They also recommend not to start with NeHe OpenGL tutorials and alikes because they are old school and are mostly obsolete code based on OpenGL version 1.1 and 1.5 and that the currently available advanced stuffs/effects that we get to see in commercial games cannot be achieved while using 1.1/1.5/2.0/2.1 - It is their opinion, not mine.

I am just an OpenGL starter with a background knowledge in C programming (no C++). I had no idea that OpenGL Super Bible has in depth explanation of techniques and effects that we get to see in recent commercial games. I thought it just only covers the basics and so went to find some online tutorials that
teaches the new comer from basics to the most advanced techniques used in the industry.

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