Is there a need for another modern OpenGL guide?

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11 comments, last by V-man 12 years, 10 months ago
"Nor do I meet any of your other royal standards."

There are tons of opengl tutorials out there.

Every single one of those people started out with the best intentions. Sadly most of them are still learning OpenGL themselves and doing it as a hobby. So storming numbers of them talk about how to generate vertex buffers and mutter that you can use them for rendering things and then they sort of trail off at that point...

And as a result all they're doing is polluting the google results with duplicates of the introductory stuff that world+dog either knows or could learn from 2 chapters of the superbible. So when you actually go looking for something complicated, you can't find it.

Before agreeing it's a good idea, Yann is just attempting to if you belong to that group or if you're experienced and knowledgeable enough to increase the net information quality.
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I don't know what Polkm's deal is but he has clearly never used MSDN, I use it on a daily basis just about and can say with utmost confidence that he has no idea what he's talking about. Some examples; I was recently working on a C++ application to visualize music, and in that process I wanted to try and visualize audio playing through the system's audio endpoint, to get around having to play a specific MP3 or write a plug-in for an existing media player. So what I did is research the Windows 7 audio platform and architecture on MSDN, found the API's on MSDN, and even some sample code on MSDN, as well as ridiculously clear and intuitive information on how it was all connected (hell, they even create logical diagrams for you). Within a couple hours I had it all done and my software was running as I wanted, much simpler than it was for XP.


I wouldn't mind writing something like that.

But the big question is - who will pay $699 for entry version and $2599 for pro license with special options for 3-year SOHO plan at a discount of $9899.

FYI, documentation writers are typically paid some 10% more than software engineers. And herein lies the problem. Quality documentation doesn't just pop up. It's a lot of painstaking tedious work, requiring a lot of revisions, reviews and above all, proper training in writing. It's nothing new that open source or FOSS model cannot create good documentation without solid funding and a well organized process. There is literally a handful of projects that manage that.

MSDN has STL C++ documentation, and even entire sections around clever/neat short-hand notations and tricks. Things I never found so well centralized or organized on C++ focused websites like cprogramming.com or cplusplus.com. After having been developing with C++ for years I came across those sections in MSDN and learned quite a few new things and even had better clarity on many features I didn't have before then.[/quote]C++ is Microsoft's strategic interest.

Finally, clearly, Microsoft has a conflict of interest in supporting OpenGL, even though they do to a limited extent (documentation wise). But a major player that is as well as financed like Apple, that could really make this all happen, it must! >:][/quote]

Apple doesn't need OpenGL, nor does it want it. It's a dead end. For a simple reason - they cannot control it and Apple is killing everything it doesn't fully own and control.

The future and present is OpenGL/ES. The other direction is WebGL, which at this point it's a joke.

And there are two paths. Users will simply use an engine, something like Unity3D, never touching the graphics APIs. Graphics professionals already know the basics and a lot more, so it comes down to debugging drivers and devices, not piecing together API calls.

At this point, the low level APIs serve similar purpose as Interrupt Lists. It was just a little over 10 years ago that I actually had to use those to draw stuff on screen.
If you know the subject well enough, sure, go for it.
It would also be nice if there were more people who contributed to the Wiki (http://www.opengl.org/wiki)
For a while, it was mostly me, but then Alfonse started adding. Zyx2000.
That is too few. It should be community driven which means there should be much more people in principle.

The problem I see with personal websites is that they repeat the weirdnesses and mistakes of others.
At least the Wiki can have some peer review.
Sig: http://glhlib.sourceforge.net
an open source GLU replacement library. Much more modern than GLU.
float matrix[16], inverse_matrix[16];
glhLoadIdentityf2(matrix);
glhTranslatef2(matrix, 0.0, 0.0, 5.0);
glhRotateAboutXf2(matrix, angleInRadians);
glhScalef2(matrix, 1.0, 1.0, -1.0);
glhQuickInvertMatrixf2(matrix, inverse_matrix);
glUniformMatrix4fv(uniformLocation1, 1, FALSE, matrix);
glUniformMatrix4fv(uniformLocation2, 1, FALSE, inverse_matrix);

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