Re: [PyOpenGL-Devel] Test program?
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From: Ian M. <ia...@ge...> - 2014-05-27 06:11:14
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On Sun, May 25, 2014 at 6:20 AM, Sam Bull <sam...@se...> wrote: > On sab, 2014-05-24 at 10:16 -0700, Ian Mallett wrote: > > I have been reading the "red-book" how well does it translate > > to Py? > > Pretty much directly. Keep in mind that the red book is OpenGL 2, > > which is technically deprecated. It's not going away anytime soon, but > > you should be aware that GL 3, 4 are now standard. > > The current edition, is for 4.3, which is what I've been reading. It > includes the glsl stuff, so it's kind of the red/orange book now. > To clarify: I have a slightly older edition of the Red Book (ostensibly for GL 3.0 and 3.1). However, in my experience, it really only discusses GL 2 technology. I haven't had much use for it other than as a bookshelf reference for the hard-to-Google. I spot-checked it just now: there are three chapters dedicated to (now completely) deprecated APIs (inc. display lists and GLU). What they did have of GL 3, 4 functionality still used deprecated APIs (glVertex3f, etc.). My guess is that the current edition continues the trend, leaving a lot of legacy cruft in there. ---- My recommendation, if you're serious about learning OpenGL, is to learn C || C++ and then start writing some simple OpenGL 2 applications. There are loads of examples of these, and the technology is both well-understood and easy to use. Once you get comfortable with this (which may take several years--weeks or months, at least), then I'd start playing with modern APIs (GL 3 and on). This will give you a feel for how to use the graphics pipeline, as well as a deep understanding of it. Regarding language choice, I got *a lot* out of PyOpenGL (having taught myself Python and PyOpenGL). Python is a wonderful language to learn, and PyOpenGL is a great tool, but for advanced OpenGL (> GL 2), I have found C-like-languages' directness advantageous. Ian |