C++ - Re-Learning Opengl - Stack Overflow
C++ - Re-Learning Opengl - Stack Overflow
Asked 13 years, 4 months ago Modified 13 years, 1 month ago Viewed 341 times
10 years ago I did some game programming and used OpenGL for the 3d graphics part. It was not really
great stuff, just some script kiddies attempts to make a game :-)
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Now I need to visualize a scene for testing image processing algorithms. I wondered: What changed in
these 10 years? (I guess a lot?) Is NeHe still a good source or is it out of date? Are there good
resources to close the gap?
Thanks!
c++ opengl
Share Improve this question Follow asked Nov 17, 2010 at 19:00
Philipp
11.7k 9 69 126
NeHe is in the process of writing new tutorials. Some of the things you may have been used to 10 years
ago have been more or less abandoned (compatibility profiles are still around, but they're deprecated) in
7 moving to a fully-programmable pipeline and more efficient primitives.
For example, passing vertices between glBegin() / glEnd() is being left behind in favor of vertex buffer
objects and vertex arrays. The old transform and lighting model is going away in favor of fragment
shaders.
I'd suggest starting with Joe Groff's intro to modern OpenGL, and get a copy of The OpenGL
SuperBible, 5th edition, which covers all of the new ways of doing things.
Share Improve this answer Follow answered Nov 17, 2010 at 19:12
greyfade
25.3k 7 65 80
The biggest changes will be around the use of shaders for everything. Though if you just want to create
simple scenes you don't need to use them.
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Edit: Having just got the OpenGL SuperBible 5th Edition, I can also echo greyfade's recommendation -
this is a really good introduction to the new stuff.
Share Improve this answer Follow edited Feb 22, 2011 at 10:17 answered Nov 17, 2010 at 19:02
Jackson Pope
14.6k 6 57 81
You do need them. If you don't specify a shader and resort to old GL functions via compatibility profile, then the
driver will generate some kind of a shader and use it automatically. :) Writing shaders yourself is simpler. – Kos Nov
17, 2010 at 23:20
2 Kos, he said you do not need to USE shaders. And he's right. You can still use the old calls to the fixed function
pipeline without knowing anything about shaders and without explicitly using shaders. – Sebastian Negraszus Nov
18, 2010 at 12:02
There are new versions of OpenGL out these days (we're up to OpenGL 4 now), but all the stuff you did
back then will still work. Unless you're doing something especially complicated, you probably won't need
2 to do much to close the gap -- although you might still want to.
Share Improve this answer Follow answered Nov 17, 2010 at 19:08
Stuart Golodetz
20.4k 4 52 81
NeHe is out of date last time i checked. It still goes through setting world-matrix, textures, opacity, fog
etc to the fixed pipeline. Nowadays everything is done through shaders.
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The later lessons might go through shaders but imo you should start with it from scratch. If you've done
3d before you should be able to catch up with shaders quickly.
Share Improve this answer Follow answered Nov 17, 2010 at 19:12
lulz
11 1