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NuclearTide

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Everything posted by NuclearTide

  1. I've read the first three chapters of OpenGL 4 Shading Language Cookbook and re-implemented all of the examples in my own object-oriented, C++11 wrapper, but I still feel like I've only touched the tip of the iceberg in graphics programming. So in order to better myself, I've scoured the web and compiled this list of good learning resources: Real-Time Rendering The authority on the subject. Mathematics for 3D Game Programming and Computer Graphics Best math reference. OpenGL 4 Shading Language Cookbook + OpenGL Development Cookbook These two books are great for learning OpenGL by example, supplemented by the OpenGL wiki and OpenGL API docs. In particular, OpenGL 4 Shading Language Cookbook provides a nice segue into Texturing and Modeling: A Procedural Approach. The OpenGL spec + Red Book + Blue Book Seems like all you really need is the OpenGL spec. The Blue Book has some good explanations of lighting, but you could also find that in Real-Time Rendering. Starter tutorials like Learning Modern 3D Graphics Programming, open.gl, opengl-tutorial.org, and the OpenGL Meta-Tutorial These all cover roughly the same ground. opengl-tutorial.org has the best explanation of matrix transformations. GPU Gems + GPU Pro + ShaderX + OpenGL Insights These are books about advanced techniques. /r/OpenGL, /r/WebGL, the OpenGL forums, gamedev.net's graphics forums, ##OpenGL, Twitter Some graphics programming communities. Shader School I don't find this all that useful, since most of these techniques are covered in books. If anything, it's a nice interactive introduction. Shadertoy Loads of cool fragment shaders here. stackgl Cool group of developers here. http://www.p1xelcoder.com/links Even more resources. Procedural Content Generation in Games This is not specific to graphics, but is closely related. Even though I have a good idea of what I'm doing, it's discouraging to see a gigantic stack of books and resources that would take me a very long time to get through. Do people actually read a gigantic stack of books to become a pro at this? Or is it better to skim the books and work on graphics demos that build your knowledge over time, only diving into the stack of books when necessary?   Ultimately, my understanding is that graphics programming is the art of bending a real-time rendering pipeline to your will. It's insanely cool, and for me working on something insanely cool is a goal in and of itself. Do I have the correct big-picture mindset, and am I going down the right path?
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