I had the same thoughts as you. I wanted to learn WebGL before
learning how to use something like three.js. I landed on going through
the tutorials at learningwebgl.com, and every time I ran into a method
I was unfamiliar with, I looked up the corresponding OpenGL ES 2.0
function to try to get an explanation on what is going on (http://
www.khronos.org/opengles/sdk/docs/man/).

I did the same thing with the mat4 matrix manipulation library. JaxGL,
which is another framework like three.js, nevertheless has good
documentation that includes the mat4 library functions (http://
guides.jaxgl.com/api/js/mat4/index.html).

I'm also reading through the OpenGL Super Bible, 4th edition. While
I'm like you and I don't want to try to sidetracked by trying to learn
C++, I've found that for the most part I can still understand the
examples, and the explanatory text in between has helped a lot in
understanding the functionality described in the OpenGL man pages.

This 3-way cross referencing can't be the best way to learn WebGL, but
I don't think anyone's written a good book on the subject so it's the
best I've been able to figure out so far.

- Joe


On Sep 11, 3:58 pm, Xavier MONTILLET <xavierm02....@gmail.com> wrote:
> First of of, thank you for answering.
>
> About OpenGL, I can't really do it that way since I only know web
> technologies and learning C just for that isn't really what I want. I
> will learn C someday but not now.
>
> About the MDN, starting from chapter 2, they use many libraries:
> - Sylvester
> - glUtils.js
> It's the thing I've found the closer to "raw" and I kind of managed to
> take the parts I needed in the libraries but it still doesn't explain
> me why it works... I have a code working but I don't know why...
>
> You second link is quite interesting, I'll read it.
>
> In fact, I don't really need a tutorial. There are plenty explaining
> the basic concepts all around the web.
> What I really need but can't find anywhere is a documentation of the
> API but as you just said it was build on OpenGL, I might find what I
> need by searching OpenGL instead of WebGL.
>
> Anyway, I'll continue reading and if I still can't understand what I
> want with what you just said, I'll come back ;)
> Thank you
>
>
>
>
>
>
>
> On Sun, Sep 11, 2011 at 8:55 PM, Poetro <poe...@gmail.com> wrote:
> > 2011/9/11 xavierm02 <xavierm02....@gmail.com>:
> >> Hi,
> >> I wanted to take a look at WebGL and started reading tutorials about it but
> >> every single tutorial relies on a library whereas I want to learn "raw"
> >> WebGL.
> >> My goal isn't to do some kind of product or to master it. I just want to
> >> understand the "low-level" APIs so that when I use libraries, I know what
> >> they're doing and if I ever need to I can take some time to read the source
> >> code and maybe fix some bugs.
> >> So do you know where I could learn "raw" WebGL? (I tried reading the spec 
> >> to
> >> see the API but this thing is just impossible to understand ~.~)
> >> Thank you in advance.
>
> > If you want to know WebGL, maybe start with familiarizing yourself
> > with OpenGL ES 2.0, which is WebGL based on. I'm sure there are lot of
> > tutorials and books about OpenGL. Also there is a quite detailed
> > description on MDNhttps://developer.mozilla.org/en/WebGL.
> > There is also a blog, with a bunch of tutorials only about WebGL at
> >http://learningwebgl.com/. And I'm also sure, that typing WebGL into
> > your favorite search engine will give you fairly good results.
>
> > --
> > Poetro
>
> > --
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