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Lazy Foo

OpenGL The most important 2D concepts of OpenGL

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I've been using SDL for over a year now and I want to move up to the next level by using OpenGL. I still want to stay in 2D. I've already screwed around with OpenGL a bit and I like the flexibility I get with it. I'm just wondering what concepts I should cover. This is what I plan to cover so far: - basics of matricies and using glOrtho - drawing polygons (most specifically quads) and coloring said shapes - loading and showing a texture on a quad - clipping a texture - non power of 2 textures by clipping textures - stretching quads - colorkeying - rotation - blending - display lists - rending fonts - viewport based zooming is there anything else I should look into? Like texture manipulation?

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I'd say at least some of the 'neat' concepts that is already done in SDL, such as the sprite sheet loading and loading a texture with transparency for starters. If anything else comes to mind, I'll post it.

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