java - Getting into newer OpenGL -
some years ago played lot opengl2.1 writing many demos used basic features (mainly immediate mode) without caring whole shader approach.
now need opengl again personal project, i'm reading whole approach kind of api changed since made directly gpu through vertex/pixel shaders.
i know main differences of actual state-of-the-art (i mean efficiency in development , in result) opengl compared used for.
does tutorial coming old approach ogl exist? should abandon old ideas of applying transformations manually, drawing things glbegin..glend , on?
since i'm working java , use library, have suggestions? found lwjgl seems quite if managed wondering if worth using or stick more essential writing components needed (like math related objects).
the differences between old immediate mode , new way of doing things pretty huge. there surprisingly not content out there, can ignore 99% of opengl tutorials around web.
the positive thing lwjgl once understand differences between lwjgl , regular opengl calls can use tutorials other languages.
the 3 resources ever find were:
"an introduction modern opengl" http://duriansoftware.com/joe/an-intro-to-modern-opengl.-table-of-contents.html (this great intro sadly there hasn't been new tutorial in long time)
opengl superbible fifth edition (this book covers new way of doing things, , must getting opengl) http://www.amazon.com/opengl-superbible-comprehensive-tutorial-reference/dp/0321712617
java monkey engine uses lwjgl it's supported renderer (last time checked), browsing it's source education in engine design lwjgl http://www.jmonkeyengine.com/
also, lwjgl great. won't give higher level of abstraction since it's thin wrapper around c calls (but means won't mediocre job @ trying make opengl oo), plus it's pretty performant. lwjgl doesn't provide great deal (even math) you're going need acquire (or last resort write) math libraries complex.
Comments
Post a Comment