From: Jason M. <ko...@gm...> - 2008-09-30 03:12:46
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Andrew Gajda wrote: > Just want to re-iterate a list that Rob Barris posted a while ago: > > > - how do I establish a context and put it on the screen > > - make a window, init context, clear, swap > > > > - how do I put data in a buffer so GPU can see it > > - no drawing - just demonstrate the buffer API's > > - perhaps BufferData some floats into a buffer, then map it and > > print the values seen > > > > - how do I draw the simplest possible triangle > > - pass-through shader for vert position > > - "write red" for pixel > > - constant verts for geometry in a VBO > > > > - how can I change the color of the triangle > > - introduce per vertex color attribute > > - vertex shader passes it through > > - alter pixel shader to read it and emit it > > > > - introduction to uniforms - communicate to shaders > > - show color change using uniform (several ways to do this) > > > > - how can I move the triangle > > - see above > > > > that's a lot of good tutorial steps before we even start talking > > about more than one triangle. > > That list is perfect for beginners in the Tutorial/Example area. The > goal here being not too general ("Intro to 3D") but specific to what a > beginner is trying to do: Code in OpenGL. There are of course those > that need a how-to on 3D, but those are a dime-a-dozen on the web. > OpenGL 3.0 (or at least no-FF OpenGL 2.x) are rare to non-existent. > > Andrew Tutorials are the most important part of the SDK in terms of actually teaching OpenGL to users. Therefore, we need to actually design the tutorials. We need to figure out what each tutorial will be about on our own. Tutorials are teaching tools, and teaching is not something that is easily done by random data given by a random sampling of GL users. The tutorials as a whole are something that someone needs to own. Demos and examples can be solicited from others just fine. |