If you can deal with the fact it's all done in Javascript, my boss has been transcribing the NeHe lessons to work in webgl, which does, I think, entirely consist of 'the new way'. Or perhaps you could take these lessons and transcribe then into OpenGL3 from C or Python?
http://learningwebgl.com/blog/ On Jan 26, 2:40 am, Kurt Yoder <[email protected]> wrote: > On Jan 25, 2010, at 11:53 AM, Casey Duncan wrote: > > That said OpenGL 3.2 is pretty exciting because it finally breaks > away > > from the old fixed functionality system to a fully programmable one. > > But as mentioned that means you'll need to stretch your bootstraps a > > bit more to get off the ground, since there isn't a much > preprogrammed > > functionality. But it also means that there aren't a bunch of > > different now obsolete apis that do the same thing to distract you. > > I can deal with "harder" to learn, as long as it's incremental. If I > can build up bit by bit, and see what each additional layer of > complexity does, I should be able to figure it out. But it sounds like > OpenGL 3 is not widely supported on video cards? I am developing on a > MacBook Pro, if that makes a difference. > > > If you decide to go with OpenGL 1 or 2 instead, do yourself a favor > > and don't bother with wholly obsolete parts of the api like immediate > > mode. At a minimum use vertex arrays (or vbos). Pyglet has an api for > > defining them that insulates you a bit from the bare metal, and > should > > work automagically with any graphics card that supports OpenGL 1.1-2. > > Is there a way for me (someone new to OpenGL) to tell what parts are > deprecated/discouraged? Or perhaps a page of OpenGL samples showing > the "new, improved" way? -- You received this message because you are subscribed to the Google Groups "pyglet-users" group. To post to this group, send email to [email protected]. To unsubscribe from this group, send email to [email protected]. For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en.
