From: Jason M. <ko...@gm...> - 2008-08-26 18:24:54
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Actually, that reminds me (I generated that list basically off the cuff). Rather than a "my first cube", we should do a whole tutorial on the different kinds of primitives: triangle strips, lists, fans, etc. Also, we should have a tutorial on map buffer (specifically map buffer range, once conformant drivers are more prevelant), for dealing with dynamic geometry. This would probably be after Transform&Camera, but before normals and per-vertex lighting. On Tue, Aug 26, 2008 at 11:11 AM, Andrew Gajda <and...@gm...> wrote: > 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. |