How similar is OpenGL ES 2.0 to OpenGL 3.x core profile?
I've heard it mentioned in several places that if you want to learn the OpenGL 3.X core profile with all of the deprecated functionality removed, then you should pick up "OpenGL ES 2.0 Programming Guide" since it's currently the best book available on the subject. Is this sound advice? Are OpenGL ES 2.0 and OpenGL 3.X similar enough that I could learn either one interchangeably? I don't own an Iphone or anything like that so I want to make sure that I can use the information I learn. Thanks.
Hi Nexim, if your graphics card is capable of OpenGL 3.3 you can use OpenGL SuperBible 5th edition book and stick to these series of tutorials on nopper.tv .
Regards, Siavash.
Regards, Siavash.
To be honest I'm just looking for any resource out there that will:
1.) Teach me OpenGL 3.x core profile.
AND
2.) Teach me without using some sort of framework or wrapper.
All of the tutorials and books I've come across seem to use some sort of abstraction. like the the SuperBible 5th edition they use their own GLTools wrapper to abstract away all of the basic OpenGL stuff, what good is that? I want to learn OpenGL not some authors implementation of it.
Anyway, if anyone has any suggestions, they are welcome. Otherwise I'll just mosey on back to DirectX. Thanks.
[EDIT] Thanks for the nopper.tv link, I'm downloading the examples now, so we'll see how it goes.
1.) Teach me OpenGL 3.x core profile.
AND
2.) Teach me without using some sort of framework or wrapper.
All of the tutorials and books I've come across seem to use some sort of abstraction. like the the SuperBible 5th edition they use their own GLTools wrapper to abstract away all of the basic OpenGL stuff, what good is that? I want to learn OpenGL not some authors implementation of it.
Anyway, if anyone has any suggestions, they are welcome. Otherwise I'll just mosey on back to DirectX. Thanks.
[EDIT] Thanks for the nopper.tv link, I'm downloading the examples now, so we'll see how it goes.
All of the tutorials and books I've come across seem to use some sort of abstraction. like the the SuperBible 5th edition they use their own GLTools wrapper to abstract away all of the basic OpenGL stuff, what good is that? I want to learn OpenGL not some authors implementation of it.
If you like to know what's going under the hood you can have a look at source code of GLTools available on their website. There is also a SVN repository which holds the latest updates and bugfixes to the GLTools and included samples.
To be honest I'm just looking for any resource out there that will:
1.) Teach me OpenGL 3.x core profile.
AND
2.) Teach me without using some sort of framework or wrapper.
All of the tutorials and books I've come across seem to use some sort of abstraction. like the the SuperBible 5th edition they use their own GLTools wrapper to abstract away all of the basic OpenGL stuff, what good is that? I want to learn OpenGL not some authors implementation of it.
Anyway, if anyone has any suggestions, they are welcome. Otherwise I'll just mosey on back to DirectX. Thanks.
[EDIT] Thanks for the nopper.tv link, I'm downloading the examples now, so we'll see how it goes.
I have the OGL SuperBible 5th Edition. It *does* teach all the basic OpenGL stuff. It just has the framework at the beginning in order to get you started with 3D fundamentals. Looking at the OpenGL 3.3 profile, are you aware of exactly how much you would need to know to draw a SINGLE TRIANGLE on the screen? The 4th Edition had the luxury of just teaching you immediate mode and then replacing it with superior techniques in later chapters. Because OGL 3 has no fixed pipeline, you'd have to learn matrices, shaders, window creation, etc. all just to get that first tutorial triangle on the screen.
After a few basics, it does tell you how to do everything in OpenGL. It doesn't depend on the framework beginning to end.
[color="#1C2837"]All of the tutorials and books I've come across seem to use some sort of abstraction. like the the SuperBible 5th edition they use their own GLTools wrapper to abstract away all of the basic OpenGL stuff, what good is that? I want to learn OpenGL not some authors implementation of it.[/quote]
They do that for a purpose. It's so that people can be introduced to graphics programming without having to swallow the immediate demands of linear algebra, trigonometry, and etc. You can still analyze the source code of the libraries anyway, which I find to be an important step in getting the most out of these books.
If you still want a resource that introduces OpenGL from the ground up then I would look at the OpenGL 3.3 Specification. It has a reasonable introduction for anyone with generic graphics programming knowledge, as well as a complete reference of OpenGL functionality. You can also take a look at the 4.1 Specification.
http://www.opengl.org/wiki/Getting_started#Tutorials_and_How_To_Guides
That page lists a few other pages such as
http://www.siteduzero.com/tutoriel-3-421558-developpez-vos-jeux-video-3d-avec-opengl-3-1.html
http://www.arcsynthesis.org/gltut/
http://openglbook.com/
http://www.spieleprogrammierung.net/
http://www.swiftless.com/opengltuts/opengl4tuts.html
That page lists a few other pages such as
http://www.siteduzero.com/tutoriel-3-421558-developpez-vos-jeux-video-3d-avec-opengl-3-1.html
http://www.arcsynthesis.org/gltut/
http://openglbook.com/
http://www.spieleprogrammierung.net/
http://www.swiftless.com/opengltuts/opengl4tuts.html
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[color="#1C2837"]Okay, I think I'll buy the superbible then.
Thanks for the help.
[/quote]
[/font]
[/font][font="arial, verdana, tahoma, sans-serif"]No problem. But be aware that some of the sample code in the latter part of that book doesn't work too well. I've fixed some of them though so just drop me an email or even post on this board and I'm sure somebody can help you out. Most of the samples work anyway, it's just the one's from the last few chapters that need some tweaking.[/font]
I'd also recommend the OpenGL spec if you have some general knowledge of graphics programming, which you can attain from here, as well as the SuperBible for starting out with OpenGL.
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