From: Andrew G. <and...@gm...> - 2008-08-26 18:11:32
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I would insert either after #1 or after #2: My first cube: Hello 3D world! It's the perfect lead-in to camera/perspective/normals but (slightly) more complicated than a single triangle. Might be good to note when the GLShape library starts to be used. Right after getting a triangle displayed? Once texture mapping is involved? Maybe the cube tutorial explains what's involved in a cube (beyond the triangle tutorial) then shows the beginner how to do the same thing using the GLShape library. pudman On Tue, Aug 26, 2008 at 1:59 PM, Jason McKesson <ko...@gm...> wrote: > 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 > > > > > > ------------------------------------------------------------------------- > 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 > |