From: H. H. <hen...@gm...> - 2008-08-26 14:05:48
|
Okay we will need to discuss about the actual tutorial content at some point. I consider that we would need 'samples' and 'tutorials'. Samples are complete demos with comments. Tutorials would be documents, explaining one concept with source code snippets scattered around. We should focus on the tutorials. For the initial SDK release I think we should include stuff for beginner level. That is, stuff of basic workings of OpenGL3. The use of VBOs, vertex arrays, shaders, FBOs, matrices... There should also be sections for different operating systems about basic context creation, maybe. Tutorial focus should be about explaining basics and why something is done in some way. Beginners may be puzzled about the complexities of OpenGL3 context creation or the matrix layout of OpenGL. These things and many more needs to be explained. Also we may want to distinguish what goes into tutorials and what goes into programming guide. Should we have programming guide? Any ideas what kind of guide that should be? Other issues: 1. What is the basic tutorial structure? Every tutorial should follow some coherent structure. 2. What will the actual tutorials be? Titles... 3. What coding convention are we going to use for the source code snippets? I propose we use GNU-like style, as we have been using it for the baselibs. Like this, void some_func (int a, int b) { // 2 space for tabs int x; for (x = 0; x < 10; ++x) { } } If somebody does not want to write tutorials in our convention, that is cool, we may do the conversion once you submit the tutorial for us. (the tutorials don't actually have to be written yet) Once we get these things decided upon, a sort of tutorial convention document should be made (nothing fancy, just outlining the general style). -- Henri 'henux' Häkkinen |