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Closed 9 years ago.
Whenever I do a search for OpenGL tutorials I always land on the NeHe tutorials.
However those cover the immediate mode stuff and are outdated.
Does anyone knows of OpenGL tutorials covering the latest 3.1 enhancements?
As far as I know, your only choices other than immediate mode are display lists and vertex arrays. Lesson #12 covers Display Lists. Lesson #45 cover Vertex Arrays and Vertex Buffer Objects.
It seems to me like most of the latest OpenGL changes involve GLSL and textures. I don't think you'll get much benefit out of exploring those topics until you master the basics (which I'm still doing). There's plenty of articles on display lists, vertex arrays and VBOs if you search for them.
Related
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Closed 9 years ago.
I've been lately starting to learn how to draw computer graphics with openGL. I've been seeing a lot of words that I don't know. Eg. Processing pipe, shaders, shader language, graphic buffer,... I have absolutely no idea how graphic processors work, but I wasn't able to find any books which would explain it in a simple manner. Could you please suggest some resources on how computer graphics work?
Interactive Computer Graphics: A Top-Down Approach With Shader-Based OpenGL
Edward Angel & Dave Shreiner, 6th edition
It's the most recent version of a pretty good textbook that goes all the way from basics of vision and creating 3D images to modern GPU shaders. (You do need to know how to program.)
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Closed 10 years ago.
I wanted to know how badly my games will be affected by using glBegin and whatnot instead of GLSL and VBOs and VAOs and all that. They just look so difficult and ridiculous to achieve what I can do easier. What will the effect of my choices be?
Badly.
The direct mode API with glBegin() and glEnd() is deprecated, largely for performance reasons. It doesn’t really support data parallelism, and relies heavily on the CPU—requiring at least one function call per vertex. That adds up quickly.
The direct mode API might be simpler and more pleasant for you to use in small projects, but using VBOs scales better, both in terms of performance and maintainability. It’s much easier to manage data than it is to manage state.
Also, learning the new API means you’re up to date on how OpenGL is and should be used in the real world. If you’re looking to work in the games industry, for example, that’s just plain useful knowledge.
Some useful learning materials:
An Intro to Modern OpenGL
Learning Modern 3D Graphics Programming
OpenGL Tutorials for OpenGL ≥3.3
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Closed 10 years ago.
I have a sound foundation on GLSL, OpenGL, and a lot about 3D graphics techniques in total. However, one concept still confounds me and that is the process of animation.
Does anyone have resources on where I can learn animating meshes in C++? Some examples would be awesome as well. :)
Animation is a lot of work, whether you are going to do it "by hand", or whether you intend to simulate the animation. If simulation is your cup of tea, see this answer I posted a few months ago.
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Closed 9 years ago.
I have a great idea for a 3D game, but I do not want to start from scratch with OpenGL. I also do not want to reinvent the wheel. I found OGRE, and it seemed like it was perfect for my needs, except it lacked physics and audio. I do not need crazy graphics, shaders or high polygon counts, but the world will be very big, so it needs good scene or LOD management. I also will probably want to bring in rigged characters so skeletal biped animation support would be needed. Any suggestions would be greatly appreciated.
Thanks
Have a look at some of the answers from this question. You may find some useful libraries listed.
If you're open to alternatives to C++, you can check out this answer on the game development stack exchange website. The answer covers lots of options for game engines, physics engines and Graphics/Sound engines. Most listed here focus on C# (because of the question obviously), but some of them are wrappers for C++ libraries (you can always check out the native libraries that are being wrapped).
Old versions of the Quake engine are released under the GPL.
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Closed 10 years ago.
Anyone have a good list of tutorials on doing Non photo realistic rendering with GLSL ? I have seen books on GLSL, and books on NPR, but very few books/tutorials on doing NPR with GLSL. (I want to do it with GLSL as I want real time).
Thanks!
I posted my blog article about simple toon shader effect generation on images with GLSL. Maybe you will be interested.
I am very interested in NPR too. These are some tutorials/articles I have come across:
Tron, Volumetric Lines, and Meshless Tubes
Silhouette Extraction
Antialiased Cel Shading
Fast High-Quality Line Visibility
Two Fast Methods for High-Quality Line Visibility
Stylization of Line Drawings
Blueprint Rendering and "Sketchy Drawings"
Shader-Based Wireframe Drawing
The wikipedia page on cel shading and celshading.com have some information.