Original Post
I found this OpenGL 3.1 tutorial on Wikiscripts, this is the first part, but author promised that soon there will be a sequel.
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I would not consider it terrible. It says at the top "if you already have experience with GL 2.1". Someone with background would know what he needs to do to bring that code into his Pascal, C#, java, ADA, or whatever.
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If you have experience with GL2.1 and understand what you are doing then getting up and running with GL3.x shouldn't be any harder than looking at the bits of the spec you need and making the changes as such a 'tutorial' such as this is nothing more than a short cut for writing your own code.
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Original post by Aks9
I will not elaborate the problems that I had with transition to new API
Quote:The spec should be plenty, as long as you have been adopting current OpenGL practices along the way. If all of your GL 2.x code is exclusively using VBO, FBO and modern shaders (i.e. not using built-in attributes, uniforms or varyings), then the transition to 3.0 is almost seamless.
Original post by Aks9
I strongly disagree that reading the specification is enough to get your application up and running. OpenGL 3.x is significantly different than previous versions.
Quote:Tutorial is a perfectly good name for it, provided it is a tutorial, and not just a giant, commented code-dump.
I'll be glad if you give me a suggestion how to entitle it, because "a tutorial" is obviously very undesirable term.
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Original post by Aks9
OpenGL 3.x is significantly different than previous versions.
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I'm involved in teaching computer graphics (and OpenGL) on the Faculty of Electronic Engineering for more than five years, and I very well know what the problems in teachings are. Practice without theory is dangerous! But my intention was not to write a comprehensive text about OpenGL 3.x. Take a look around. Thousands of programmers around the world are searching for OpenGL 3.x tutorials. It is selfish no to get them something to start with.
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OpenGL 3.0 specification was late. Direct 3D is not a competitor now. OpenGL is! After more than 10 years or struggle, Microsoft has the most prosperous API. By throttling such "code dumping" on the sites, we will loose "new followers of OpenGL programming".
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- OpenGL 2.x using fixed functionality,
- OpenGL 2.x using shaders,
- OpenGL ES 2.0 and
- OpenGL 3.x.
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Original post by phantomThe code should NOT be the main part of the text, you say you work in education so you should know this stuff.
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Original post by kRogue
I also want to defend Aks9 a touch when he said that GL 3.1 is significantly different that GL 2.x, when doing teaching the usage is very, very different. Often for teaching 3D graphics one starts with the fixed function pipeline as an example of how to do rasterization graphics: per-vertex lighting, texture-co-ordinates, projection and modelview matrices. When _learning_ 3D graphics the FFP is an excellent learning tool to ease a new comer into 3D graphics. As a student advances they will slowly stop using the FFP, but to ask a new comer to start point blank with shaders is awfully rough, where as starting with the FFP an instructor can have students concentrate in certain areas without needing to know all the grimy details. Once the students have grown where they are comfortable with projections, 3D transformations, texturing, projective and non-projective interpolation, simple lighting models, clipping, texture filtering, etc., then going onto the land of no FFP is good, which we do in our applications, but because we already know those concepts so solidly we do not need an API to hold our hands through it. Once one is using shaders exclusively, then the move from GL 2.x to 3.x is often a no-op. It is the act of using exclusively shaders that can take work, especially if one has implemented a GUI in GL (this is most likely why most CAD applications want FFP so badly I imagine).
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Original post by kRogue
Phantom, you have really gone to hating OpenGL very, very harshly so badly on the PC platform. Not to be nasty, exactly what features of D3D10 are not in GL? If you say "geometry shaders",........etc
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Original post by V-man
D3D10 doesn't have any backwards crap. It is what it is and no one is against it.
Quote:It is exactly the same here - all the introductory courses (and some of the more advanced ones) are taught by code dump. Result is that the average student who doesn't program outside of school, comes away with a decidedly below-par understanding of programming.
Original post by Trienco
You should see the way programming courses at school work over here. Everytime I get a glimpse I have to wonder how those people can dare to call themself a teacher. There might be some decent ones, but far too many courses seem to work like this:
-dump code for a specific task on students
-if you're having a good day, explain what each line does
-write a test, which is a 99% carbon copy of a presented task
-see if they can correctly adjust the parameters of the function call
Quote:Yes, that is the point behind the VAO extension. The 'tutorial' would be vastly more useful if it demonstrated correct code [smile]
Original post by acadestuff
Going back to the tutorial briefly, I just wanted to check that my understanding of VAOs was correct. I was under the impression that you only called glVertexAttribPointer once when you setup the VAO (or maybe again if the data changed) and not every time that you render your scene like the tutorial shows. In fact, I thought that was the main reason for them. I haven't implemented VAO yet and I just wanted to make sure I had it straight in my mind before I do.
Quote:I may well be in the minority here, but I don't see 'less C' and 'more OO' as being desirable directions for Khronos to take. To be honest, vertex_array_objects cleared up a large number of my complaints about the API, and a similar treatment of graphics state would clear up the rest.
Original post by trasseltass
I hope that the next iteration of OpenGL will ... make the library "less C" and "more OO"
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