OpenGL Start Learning Guide

Source: Internet
Author: User

In the near future, a tidal bore prediction and simulation is needed to make the model more realistic, realistic and more flexible to use. The feeling still has to learn from basic OpenGL. In view of the many uncertainties in Direct3D technology and the reasons why the comments are not good, it is decided to use OpenGL. However, previous contacts were made by some very simple OpenGL pipelines, which are expected to be discarded and implemented in modern versions of OpenGL's coloring language.

Here are some of their own online summary of learning OpenGL some suggestions, especially beginners, you can refer to the following.

1. Getting Started and learning resources

Getting started if you use Nehe, this classic tutorial is well known, but also means old, all fixed pipeline content, and fragmentation. If you need to deal with some of the old code of fixed pipelines, then Nehe is worth a look.

As for the OpenGL version, at least from GL 2.0(It's 4.3 now). Must be familiar with VAO/VBO/FBO and so on. I used to spend a lot of time to learn fixed pipelines, but after learning shader to feel on the right path, is really 0 distance contact with the pipeline. When you go to build your own MVP, implement your own Phong shading, and simply use GLTRANSLATEF, GLLIGHTFV these APIs feel different. about what book, I have answered this question before beginners learning OpenGL is to use Red Book Good or Blue cookbook good? There are also many online tutorials, I know better have (Welcome to add)
    1. opengl-tutorial.org OpenGL 3.3+ Tutorial [I am translating this tutorial (GitHub translation Tutorial link), and has been doing it intermittently for over a year. You can see my original translation by switching the language. Later we were still making revisions. ]
    2. OpenGL Step by step
    3. Lighthouse3d.com
    4. Home–swiftless Tutorials
    5. OpenGL 3.3-tutorials
    6. HTTP/tomdalling.com/blog/category/modern-opengl/
    7. HTTP/open.gl/
Learning Resources for modern OpenGL:
(Note: OpenGL 3.0 + and programmable rendering pipeline).

(1) OpenGL 3.3+ Tutorials
GameDev on the Michal Bubnar written guide tutorial, very good.
And where it is: GameDev's OpenGL column:
Opengl-articles

(2) previously recommended and translated by:
opengl-tutorial.org
But there are fewer courses. But it is good to write some popular science content.

(3) Another issue recommended by:
Learning Modern 3D Graphics programming
Jason L. McKesson

Individuals feel that some of the basics that must be learned include:

(1) Model,view,projection transformation;

(2) The operation of matrices and vectors corresponding to geometric transformations. Cross,dot and so on.

(3) The process of rendering pipeline, the responsibility of each stage.

(4) Depth buffer.

If you want to learn OpenGL on Mac, this Apple website is really good. OpenGL for OS X, this page has a video on how to move from a fixed pipeline to shader, which is good.

OpenGL Sapphire Book already has the sixth edition, Red Book has eighth edition, all completely rejects the fixed pipeline content, the comprehensive introduction shading language.

Supplement one of the currently seemingly best tutorials on website http://www. learnopengl.com/ (2016-2-3)

2. Learning Route

Suggested courses of study

What version of the first implementation of the bottom of the grating 3D rendering algorithm, only with a portrait of the function, the interpolation, Zbuffer,alpha, shadow, triangular grating, all their own bottom-level implementation, and then step-by-step NVIDIA SDK in the example of stepping through, Siggraph early Gpgpu of the paper pick oneself feel interesting to achieve, SHADERX,GPU gems inside take interest in the realization, some master is so come over.

If you do not understand the graphics, regardless of the decision to buy a book, split wall suggested that some of the basic principles of graphic learning to figure out. One of them, and all of the graphic-learning people I know, agree It 's important to stress 10,000 points.The two points of knowledge are:
1. OpenGL Rendering Pipeline!!!!!!
2. Object-world-camera-clipping-viewport coordinate transformation!!!!!!
After all, OpenGL is just an API, is a tool, the principle to understand, understand, the tool will be much faster. Even if you want to go to DirectX in the future and change the API, the general idea is consistent.
In addition to reading, Red Treasure and Lan Baoshu earlier version of the fixed pipeline as an example to explain can not see, directly from the shader to start it.

Alternative Learning Experience

University I spent four years of OpenGL, after graduation I use DIRECTX10, and then look back to see the new version of OpenGL architecture, I think it is in a generation with DirectX, OpenGL can only with D3d8 or 9 when the analogy.
Look at the main use of the obvious windows, it should be incumbent on the use of DirectX10. D9 also do not use, the architecture is as backward as OpenGL, is unable to learn the reliable things.

OpenGL this bad thing ... Anti-human design, anti-human manual, anyway I was sick of a not ... (I don't have an in-depth understanding of the architecture ...) Anyway, some design makes me sick, and I give up on it. If I have to, I think getting a red envelope book + OpenGL's function manual should be able to read.

Reference articles

Shanfan, Zhang Cenxin , Wang Haoyu, hoodlum1980. Learn which version of OpenGL to use well , know.

OpenGL Start Learning Guide

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