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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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knighce

How to draw in modern OpenGL

4 posts in this topic

Hi, I'm fairly new here and I'm also new to modern OpenGL. I am currently learning OpenGL 3 which I suppose is the starting point of the modern OpenGL.

Now for my newb question, how do I draw multiple polygons (such as 2 separate triangles) in OpenGL. I remember in the old OpenGL, you could do something like multiple call to glBegin()~glEnd() translating them to different locations. But how do i this using OpenGL objects?(vao,vbo, etc.)

Sorry if I look brainless asking this question, but maybe someone could help me.
Thanks in advance.

Details below - Wall of text (you can skip it if you don't have time)
I have gone through different tutorials and could draw single triangle or even a cube. However for some reason I dont get how to draw multiple polygons in different location (not connected, as the cube is composed of multiple triangles). Maybe I just don't fully understand how OpenGL objects work. I believe it has to do with vertex buffer object. I drew my triangle or cube using a vertex buffer which is supplied with an array of vertices as the buffer data. But how do i draw another cube in different location resulting in having two cudes on the screen?

Many thanks,
Jonah
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This has a lot of basic information about 3D programming, but it should also give you some answers on OpenGL 3+ specifics.

[url="http://www.arcsynthesis.org/gltut/"]http://www.arcsynthesis.org/gltut/[/url]
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I would be cautious before using VAO’s. They actually cause poor performance on some devices such as iOS. Of course that is OpenGL ES 2.0, but it could easily apply to desktop OpenGL depending on the driver implementations.


If you want to be sure you are not using old/deprecated features, run your program through gDEBugger. It will tell you not only which functions you are using that are deprecated, but also if you are using any deprecated enumerations, hints, or features at all.
If you address all the issues it reports, you can be sure you are using modern and efficient OpenGL.


L. Spiro
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