Offtopic... opengl tuts

hi,

i am using sdl since one year, and
i am just getting into opengl worlds…
i am trying to learn using opengl,

i have first started to read nehe tutorials,
but coding is bad and no scalable for writing
complete and exciting stuffs though
his tuts are just enough to understand how simple things
are/can be done, but explanations are not good.

looking around for getting more advanced stuff,
i sometimes find tutorials or code too much advanced
for a newbie like me…

perhaps someone here can point me in the right direction
to find well-written and well-commented stuff for
learning opengl…
(i already have read the redbook and bluebook though)

thanks,

damien.

| (i already have read the redbook and bluebook though)

In that case, try a different approach. Instead of trying to follow
tutorials, set yourself tasks and try to complete them.

Simple tasks might be “draw a cube and rotate it with the keyboard”,
“Draw a cube, a cone and a sphere on a checkered (red-white) floor with
a blue background. Make the sphere shiny with shadows”. OK so the
second one isn’t “simple”, but if you can do that you’ll get that sense
of achievement thing which is important when learning new things.

more complicated tasks might be “write a 3d pong game” or “Simulate an
explosion using particles”.

I find I get bored following tutorials (after all, you can follow one
without actually learning anything because you’re being told what to
do), and I seem to learn more by trying to do things, and from figuring
out problems myself, and then playing round with the code to see what
happens.On Wed, Apr 10, 2002 at 11:02:33PM +0200, Damien Mascr? wrote:


There’s nothing remarkable about it. All one has to do is hit the right
keys at the right time and the instrument plays itself. – J.S. Bach
6AD6 865A BF6E 76BB 1FC2 | www.piku.org.uk/public-key.asc
E4C4 DEEA 7D08 D511 E149 | www.piku.org.uk wnzrf at cvxh.bet.hx (rot13’d)

16:29 !gimme redbookpdf
16:29 redbookpdf: http://www.gamedev.net/download/redbook.pdf

This is the second edition (OpenGL 1.1) of the OpenGL Programmer’s Guide.
It uses GLUT, but if you have been using SDL and can read testgl.c, you
can pretty easily port from GLUT to SDL in a matter of minutes for most
things.

You can pick up the book for US$50 from the major bookstore sites and get
the third edition. A fourth edition is likely, but nobody is sure yet
when that’ll happen exactly. OpenGL 1.1 is enough to get you going for a
time since most everything you want that was added to 1.2 exists as a very
well documented extension in 1.1 anyway.On Wed, Apr 10, 2002 at 11:02:33PM +0200, Damien Mascr? wrote:

i am using sdl since one year, and
i am just getting into opengl worlds…
i am trying to learn using opengl,


Joseph Carter This end upside-down

im fcucking druk

  • Knghtbrd makes sure to log everything Crow- says tonight …
    heheh
    He said he’d marry me! damnit!!
    dude no way
    MrBump - he’s not THAT drunk
    Knghtbrd: I’m crushed :o)

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James wrote:

| (i already have read the redbook and bluebook though)

In that case, try a different approach. Instead of trying to follow
tutorials, set yourself tasks and try to complete them.

Simple tasks might be “draw a cube and rotate it with the keyboard”,
“Draw a cube, a cone and a sphere on a checkered (red-white) floor with
a blue background. Make the sphere shiny with shadows”. OK so the
second one isn’t “simple”, but if you can do that you’ll get that sense
of achievement thing which is important when learning new things.

more complicated tasks might be “write a 3d pong game” or “Simulate an
explosion using particles”.

I have been able to use freetype2 (was hard on my windows machine) and
extract some glyphs and draw them using tesselations (with glu, and
without nehe)… now I would like to use textures, extrusion… for
example… the redbook is comprehensive in the way it exposes almost
everything to get started with the features of opengl… but it doesnt
really show off how to put things together… so, even if i am able to
use simple 2D texture and blending on my spinning cubes… i can’t
textures my fonts… :frowning: and i just can’t find something that
really explains how it should work…

perhaps i should now get a look in a library or bookstore ??

I find I get bored following tutorials (after all, you can follow one
without actually learning anything because you’re being told what to
do), and I seem to learn more by trying to do things, and from figuring
out problems myself, and then playing round with the code to see what
happens.

it was i have done with my fonts tesselations…> On Wed, Apr 10, 2002 at 11:02:33PM +0200, Damien Mascr? wrote:

Damien,

Sounds to me like you should get a copy of Game Programming Gems, read
through the chapters looking for something that interests you and then start
an intermediate sized project. Keep in mind that you’ll mess it up, but like
they say about skiiing "if you’re not falling down, you’re not learning.“
Write your code with a “getting it out there” frame of mind, rather than a
"careful design for future expansion.” At the stage it sounds like you’re
at, you should be writing lots of code and throwing it away to rebuild it
better because of how much you learned from the expereince of building and
debugging each project. The Game Programming Gems series is great for
explaining different areas and providing the “how is it done” that you seem
to be asking for.

Note that it sounds like you’re comfortable with OpenGL enough to stop with
the openGL tutorials and start making something. OpenGL is only a rendering
library. Think of it like a pencil. You learned how to use a pencil when you
were 4 or 5 years old, right? Now think of how long it took to learn all the
things that you do with a pencil. All OpenGL does is provide a framework to
make pictures, but what is going on in those pictures, and how they are
built are a series of topics that have little to do with OpenGL. Sure,
you’ll render thru OGL, but OGL did not invent polygons, framebuffers,
matrices or any of the structures that you use when communicating to the
OpenGL library. You should look wider for what you want to learn now.

good luck,
-Blake

thanks a lot :)> -----Message d’origine-----

De : sdl-admin at libsdl.org [mailto:sdl-admin at libsdl.org]De la part de
Blake Senftner
Envoy? : jeudi 11 avril 2002 19:20
? : sdl at libsdl.org
Objet : Re: [SDL] offtopic… opengl tuts…

Damien,

Sounds to me like you should get a copy of Game Programming Gems, read
through the chapters looking for something that interests you and
then start
an intermediate sized project. Keep in mind that you’ll mess it
up, but like
they say about skiiing "if you’re not falling down, you’re not learning.“
Write your code with a “getting it out there” frame of mind, rather than a
"careful design for future expansion.” At the stage it sounds like you’re
at, you should be writing lots of code and throwing it away to rebuild it
better because of how much you learned from the expereince of building and
debugging each project. The Game Programming Gems series is great for
explaining different areas and providing the "how is it done"
that you seem
to be asking for.

Note that it sounds like you’re comfortable with OpenGL enough to
stop with
the openGL tutorials and start making something. OpenGL is only a
rendering
library. Think of it like a pencil. You learned how to use a
pencil when you
were 4 or 5 years old, right? Now think of how long it took to
learn all the
things that you do with a pencil. All OpenGL does is provide a
framework to
make pictures, but what is going on in those pictures, and how they are
built are a series of topics that have little to do with OpenGL. Sure,
you’ll render thru OGL, but OGL did not invent polygons, framebuffers,
matrices or any of the structures that you use when communicating to the
OpenGL library. You should look wider for what you want to learn now.

good luck,
-Blake


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