From: Jason M. <ko...@gm...> - 2008-08-26 17:59:31
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To me, the most important thing about tutorials is this: they're tools for teaching. Which means that they need to be laid out in a specific order (increasing complexity) and with specific intents in mind. Which means that for the initial tutorials, we should sit down and decide what the initial tutorials ought to be. We don't necessarily have to write them ourselves, but we should define what their topics are. I was thinking something on the order of this: 1: My first triangle: Hello-world for graphics. 2: Transformation and Camera 3: Normals and Per-vertex lighting 4: Per-fragment lighting 5: Texture mapping 6: Framebuffer blending 7: Point-sprites 8: Render-to-texture 9: Depth, order, and blending: Introducing the depth buffer and dealing with alpha blending with lots of objects. The idea being that each tutorial builds on the other, introducing new complexity to the previous one. On Tue, Aug 26, 2008 at 8:53 AM, Henri Häkkinen <hen...@gm...> wrote: > Maybe. There is no need to have them opengl_ prefix and the functions should > be declared static. > > On Tue, Aug 26, 2008 at 5:49 PM, Branan Riley <br...@gm...> wrote: >> >> As far as code structure goes, I was thinking something like this for >> tutorials: >> >> void opengl_init() >> { >> } >> >> void opengl_draw() >> { >> } >> >> void opengl_deinit() >> { >> } >> >> int main(int argc, char** argv) >> { >> // GLFW init stuff >> opengl_init(); >> while(running) >> { >> // Check for events >> opengl_draw(); >> } >> opengl_deinit(); >> } >> >> >> It's simple, and it's easy to get started on tutorial content before >> our basecode is written - as long as you have the three core >> functions, you can port it to our basecode easily. >> >> Branan >> >> On Tue, Aug 26, 2008 at 7:05 AM, Henri Häkkinen <hen...@gm...> >> wrote: >> > 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 >> > >> > >> > >> > ------------------------------------------------------------------------- >> > This SF.Net email is sponsored by the Moblin Your Move Developer's >> > challenge >> > Build the coolest Linux based applications with Moblin SDK & win great >> > prizes >> > Grand prize is a trip for two to an Open Source event anywhere in the >> > world >> > http://moblin-contest.org/redirect.php?banner_id=100&url=/ >> > _______________________________________________ >> > Glsdk-devel mailing list >> > Gls...@li... >> > https://lists.sourceforge.net/lists/listinfo/glsdk-devel >> > >> > >> >> ------------------------------------------------------------------------- >> This SF.Net email is sponsored by the Moblin Your Move Developer's >> challenge >> Build the coolest Linux based applications with Moblin SDK & win great >> prizes >> Grand prize is a trip for two to an Open Source event anywhere in the >> world >> http://moblin-contest.org/redirect.php?banner_id=100&url=/ >> _______________________________________________ >> Glsdk-devel mailing list >> Gls...@li... >> https://lists.sourceforge.net/lists/listinfo/glsdk-devel > > > > -- > Henri 'henux' Häkkinen > > > ------------------------------------------------------------------------- > This SF.Net email is sponsored by the Moblin Your Move Developer's challenge > Build the coolest Linux based applications with Moblin SDK & win great > prizes > Grand prize is a trip for two to an Open Source event anywhere in the world > http://moblin-contest.org/redirect.php?banner_id=100&url=/ > _______________________________________________ > Glsdk-devel mailing list > Gls...@li... > https://lists.sourceforge.net/lists/listinfo/glsdk-devel > > |