From: Andrew G. <and...@gm...> - 2008-08-29 14:58:17
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I think we could all easily participate in the peer-review process of the explanations. Plus, there's lots of tutorials out there explaining VBOs and shaders anyway. Makes for a good starting point. I think it would be beneficial to include GL2.1 variants of the tutorials as well, assuming they use the 3.0 forward compatible path (using 2.1 extensions). That allows use to actually use and test these things on older hardware (when the tutorials don't require DX10 features) and on non-Windows platforms (while we wait for 3.0 GLX). On Fri, Aug 29, 2008 at 10:52 AM, Branan Riley <br...@gm...> wrote: > Rob's getting a digest, so I think he's just following our progress for now > > I can write the _code_ for a triangle tutorial, but I'm not all that > great at explaining things, as I'm sure some of you have figured out > by now. > > Branan > > On Fri, Aug 29, 2008 at 1:51 AM, Henri Häkkinen <hen...@gm...> > wrote: > > Someone has posted us a suggestion in the OpenGL forums for the first > > tutorial: > > > > > http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=245033&Main=47674#Post245033 > > > > I think we should begin to put more effort on making actual tutorials, > > reference manuals, programming guides etc. than what we are now having. > The > > first tutorial (drawing a simple triangle) should be quite trivial > without > > the need of mathlib (although which is already quite complete) or > shapelib. > > The lack of GLFW GL3 support does put us on akward situation, but what I > > haved talked with the GLFW guys, they are putting a full effort to it. > > > > Is there anyone who would be interested on writing stuff for this? > Because > > without the tutorials and other documentation, we will not be able to put > > this SDK through. Rob, you have been quiet for long time. Are you still > with > > us? Anyone else? > > > > On Tue, Aug 26, 2008 at 9:25 PM, Jason McKesson <ko...@gm...> > wrote: > >> > >> 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. > >> > >> > ------------------------------------------------------------------------- > >> 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 > |