How to burn layers of textures onto a quad surface and then light it with openGL

I think for me, the best thing is to make several textures with
transparency and a 3d surface. I think this is the most effective way to
make games for many reasons. If I use a 3d context to burn the textures
onto the surface from a camera z position I can then use openGL to light
this surface. I look for such an example but the bust I could find an
example of making a cube and a lighting example that was very complicated.
Can anyone explain how to put this together or is there an example of this
with sdl anywhere?
It just seems like such a natural way to use sdl and opengl together.

Maybe that First post is too much at once. You guys talk about quads and
triangles, so, maybe I use a quad or two triangles for my surface? Maybe I
could figure out how to take code that makes a cube and increase the size
of one of the surfaces to camera size or screen size or maybe both I don’t
know how it works yet. That has four points so maybe that’s a quad?
Would the sdl2 2d thing be a better place to start? Maybe try to merge the
cube and the sdl2 2d thing? You guys know this stuff but I have never gone
beyond blitting one surface or texture to another. I don’t even know the
best way to start thinking about this. Can someone point me in a good
direction?On Sat, Mar 15, 2014 at 2:18 AM, R Manard <@R_Manard> wrote:

I think for me, the best thing is to make several textures with
transparency and a 3d surface. I think this is the most effective way to
make games for many reasons. If I use a 3d context to burn the textures
onto the surface from a camera z position I can then use openGL to light
this surface. I look for such an example but the bust I could find an
example of making a cube and a lighting example that was very complicated.
Can anyone explain how to put this together or is there an example of this
with sdl anywhere?
It just seems like such a natural way to use sdl and opengl together.