Original Post
In learning real-time 3D graphics programming with OpenGL, how can I tell what methods are antequated? For example, I found out that masking is not really used. I also assume the stipple and bitmap stuff probably isn't used that much anymore. What about fog? What about the selection and feedback modes? And frame buffers are the replacement for pixel buffers? What about indexed color modes and associated functions and pixel manipulation? Vertex buffers are preferred over vertex arrays now? Also what are pixel fragments, is this a rasterized primitive in whole or in part? Also is it easier to go OGL -> D3D or D3D -> OGL in terms of which you learned first? Also I can never understand RHW and how W changes as it goes through the pipeline and what it is used for. Is there any way to understand this without writing a complete software renderer?