directx , delusion ,opengl 3
Hy.
I programming on directx 10 for 1 year, but now i'm fascinated by linux and the open source .
Directx 10 is very nice , but difficult without a some good graphics artist i can done somtings of good then i take care the portability also in the future i can wrote a scentific program(with my friend that aren't graphics artist but are graduate in chemical) that also for work in linux if i use opengl.
But i would use it for games now , where can i start ?
there is a good book?
I see on this pages a little more advanced opengl book but i don't remember the name.
ps a quesition:
Exist a shader approach for opengl? like the directx10 or is all diverse
Thanks.
There aren't many books on OpenGL 3.x yet, because that was only released about a year ago. Since then we also got OpenGL 3.1 and OpenGL 3.2. Basically the Red Book (about OpenGL) and the Orange Book (about GLSL, the OpenGL shading language) are often recommended. The newest version of the red book is about OpenGL 3.1 if I'm correct (not sure though).
Another great book is the OpenGL superbible (covers both OpenGL and GLSL). I have this book myself and it is absolutely great. Unfortunately the newest version is about OpenGL 2.1, so it is somewhat outdated.
OpenGL 3.x should give you about the same functionality as DirectX 10 by the way. So basically you can do the same things in OpenGL as in DirectX 10. Keep in mind that only AMD and nVidia currently provide OpenGL 3.x drivers and for OpenGL 3.x you will need DirectX 10 class hardware.
Another great book is the OpenGL superbible (covers both OpenGL and GLSL). I have this book myself and it is absolutely great. Unfortunately the newest version is about OpenGL 2.1, so it is somewhat outdated.
OpenGL 3.x should give you about the same functionality as DirectX 10 by the way. So basically you can do the same things in OpenGL as in DirectX 10. Keep in mind that only AMD and nVidia currently provide OpenGL 3.x drivers and for OpenGL 3.x you will need DirectX 10 class hardware.
Of course. You just bind a shader with glUseProgram(shaderID).
Shaders have been available since GL 2.0 in the form of GLSL and even before that as various extensions.
If you want more info about GL 2.0, which is not that different from 3.0, you can see here
http://www.lighthouse3d.com
Shaders have been available since GL 2.0 in the form of GLSL and even before that as various extensions.
If you want more info about GL 2.0, which is not that different from 3.0, you can see here
http://www.lighthouse3d.com
i dont think OGL 3.2 is good enough to rival against DX10.1 and DX11 in terms of general computing (and next-gen rendering).
Pix. I never used it.
These are some debugging tools
http://www.opengl.org/wiki/Debugging_Tools
there are other tools like RenderMonkey and FXComposer that helps write shaders and view the results. Search at
http://developer.amd.com
http://developer.nvidia.com
and the knowledgebase for everything opengl is here
http://www.opengl.org/wiki
You must use OpenCL instead.
These are some debugging tools
http://www.opengl.org/wiki/Debugging_Tools
there are other tools like RenderMonkey and FXComposer that helps write shaders and view the results. Search at
http://developer.amd.com
http://developer.nvidia.com
and the knowledgebase for everything opengl is here
http://www.opengl.org/wiki
Quote:i dont think OGL 3.2 is good enough to rival against DX10.1 and DX11 in terms of general computing (and next-gen rendering).
You must use OpenCL instead.
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