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?

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