Wednesday, July 13, 2011

Learning OpenGL

So today and yesterday to a lesser extent, I've been reading the "Red Book" on OpenGL. It's seems long overdue since I'm working on an OpenGL based game engine. I just didn't realize until now how necessary it would be. This way I'll be able to start making commits on the OpenGL side of things. To think that before this summer I thought OpenGL WAS a game engine...derp.

I hope to get some code done today as well, although I haven't made much headway on implementing scenes as a dictionary. So it will be unrelated to that. It's a little bit over my head to be honest, so it's definitely taking some time to figure out what's what with Mapping Protocol and such, and how it actually would be used in the context necessary to actually get this all to work.


  1. toady! (Sorry, I just need to point out typos.)
    OpenGL is fun once you get the hang of it.

    P.S. Keep up the good work :)

  2. Be aware that the Red Book is dated. The fifth edition (AFAIK) covers up to OpenGL v2.0, whereas the latest specification of OpenGL is v4.1. Significant changes were introduced around OpenGL v3.0 (as the fixed function pipeline was dropped from the "core" API).

    Learning an earlier version certainly isn't a waste of time (and frankly, I think the learning the latest specification is harder for beginners as it requires a lot more code and understanding of various concepts to just get some simple working). However, I thought it'd be good know about those changes as you're getting started with the API.