OK, it's time to start thinking about the tutorials, an how they
should be implemented.
The biggest issue I see is with the large amount of "stuff" that has
to be taught before a working application can be created. At a
minimum, context creation, vertex buffers, and shaders need to be
taught all at once. After that, there are a number of options. I think
3D transformations needs to be covered early, followed by texturing
and then off-screen rendering (FBOs). I also think we should have
tutorials on GLX, WGL, and whatever the Mac OS X interface to OpenGL
is called.
I'm not sure if we should include tutorials on various techniques or
not - there are many different lighting equations, should be include a
tutorial on Lighting, or leave that to the outside world?
Here's my proposed progression so far:
Tutorial 0: Introduction to OpenGL, introduction to the boilerplate code
Tutorial 1: Buffer Objects, Shaders, Projection matrices (can just be
mentioned, doesn't need to be explained)
Tutorial 2: Rotation, Translation, Scaling
Tutorial 3: Texturing
Tutorial 4: FBOs and Offscreen Rendering
Tutorial A: GLX
Tutorial B: WGL
Tutorial C: OSX
Branan
|