From: Branan R. <br...@gm...> - 2008-09-29 16:19:03
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I think it's time we make a call for tutorials. Here's a draft message I've been working on for the OpenGL message boards: First, a few definitions, in the context of the SDK: - A *Tutorial* is mostly text, with some code or pseudocode interspersed. - A *Example* is a complete program, with an accompanying document explaining how it works. - A *Demo* is a complete program without an accompanying document, though still well-commented in the source code. Our frameworks aren't quite to the point where we can do examples or demos, but tutorials don't require those frameworks. Beginner tutorials would be prefered, but we won't turn away more advanced topics. With all that out of the way, I'd like to suggest that all those interested in creating tutorials try to get together online, preferably with some of us already working on the SDK, and work out structure and conventions for all the tutorials. The other important thing to work out is licensing. The GFDL or Creative Commons share-alike are the best ones for this situation, in my opinion. This is something that will need to be discussed, though. I'd also like to add a list of the* *must-have tutorials. I'm not 100% sure what those should be, and we may want to ask the OpenGL community at large what they think. Here's my initial list: - Overview - Introduction to 3D Space - Vertex specification - Introduction to Vectors and Matrices - Vertex Shaders - Introduction to pixels/fragments - Fragment Shaders If anyone has anything to add to that progression, or any comments, they'd be greatly appreciated. Branan PS Sorry about the HTML message, I really think the formatting was needed to get everything across properly. |