[QUOTE=Vbits;26104872]Is there any good current Opengl tutorials[/QUOTE]
I would also like to know this. :3:
[QUOTE=Darwin226;26104820]It's probably best to use non deprecated OGL.
Unfortunately NeHe tutorials teach the old version.
Nice job anyways.[/QUOTE]
So it's a new way to handle lighting using OpenGL or is it more like an API ... I searched but I don't find any solid information about this.
[editline]16th November 2010[/editline]
[QUOTE=Vbits;26104872]Is there any good current Opengl tutorials[/QUOTE]
I used those, they seem to be outdated but they teach the fundamentals pretty well.
[url]http://www.falloutsoftware.com/tutorials/gl/[/url]
[url]http://nehe.gamedev.net/[/url]
[url]http://www.spacesimulator.net/wiki/index.php/3d_Engine_Programming_Tutorials[/url]
[QUOTE=Darwin226;26104820]It's probably best to use non deprecated OGL.
Unfortunately NeHe tutorials teach the old version.
Nice job anyways.[/QUOTE]
Too be fair,
Learning deprecated code then switching to the current method of doing things is probably faster than learning by making project without any knowledge of vertex buffers and shaders, getting pissed off that your shader doesn't do anything, even though it works perfectly in the book, and you don't know how to debug it and give up. If you see what I mean
[QUOTE=HiredK;26104979]So it's a new way to handle lighting using OpenGL or is it more like an API ... I searched but I don't find any solid information about this.[/QUOTE]
To do lighting in non-deprecated OpenGL you'll have to learn how to use shaders, if you look that up you should be able to see how things work.
Deferred Lighting/Shading seems to be the way to go at the moment, but I'd use deprecated code until you understand how to pass textures / uniforms etc to shaders.
[url]http://www.gamerendering.com/2008/11/01/deferred-lightning/[/url]
OpenGL is an API, I don't understand what you are trying to say.
Anyways, newer OGL removes the fixed function pipeline, meaning that it doesn't handle lighting or projection, or texturing automatically. You need to write your own shaders for that.
I found that too be extremely difficult to do without a proper book, only using the internet since it's hard to find a good tutorial. (also, I used C#, extra problems right there).
My suggestion is to continue with the deprecated version until you really want to learn the newer ones.
[url]http://duriansoftware.com/joe/An-intro-to-modern-OpenGL.-Chapter-3:-3D-transformation-and-projection.html[/url] this tutorial is relatively good.
Good luck.
[QUOTE=Dotmister;26105027]Too be fair,
Learning deprecated code then switching to the current method of doing things is probably faster than learning by making project without any knowledge of vertex buffers and shaders, getting pissed off that your shader doesn't do anything, even though it works perfectly in the book, and you don't know how to debug it and give up. If you see what I mean
To do lighting in non-deprecated OpenGL you'll have to learn how to use shaders, if you look that up you should be able to see how things work.
Deferred Lighting/Shading seems to be the way to go at the moment.
[url]http://www.gamerendering.com/2008/11/01/deferred-lightning/[/url][/QUOTE]
The fact that I'm starting OpenGL doesn't mean that I never programmed before. And it's not a project but a base I made using all the fundamentals I learned along the way ... also vertex buffers and shaders are not rocket science, so is debugging. I know what you mean but don't assume I'm a rookie just because I'm learning a new Lib.
[QUOTE=HiredK;26105240]The fact that I'm starting OpenGL doesn't mean that I never programmed before.[/QUOTE]
No one said otherwise.
[QUOTE=layla;26105287]No one said otherwise.[/QUOTE]
... [I]"and you don't know how to debug it and give up"[/I] ... I was talking about that.
EDIT: By the way thanks Dotmister for that website, it's exactly what I needed.
[QUOTE=HiredK;26104788]Now is it the best to use Per Vertex Lightning over Per Pixel Lightning for a game engine?[/QUOTE]
Per-vertex lighting will have better performance, per-pixel lighting will have better quality. I always use per-pixel lighting personally as the performance hit is so tiny on current hardware.
[QUOTE=HiredK;26105359]... [I]"and you don't know how to debug it and give up"[/I] ... I was talking about that.
EDIT: By the way thanks Dotmister for that website, it's exactly what I needed.[/QUOTE]
Uh, what?
So if you started learning, say, DirectX, you'd know exactly how to debug it, if a problem arose, having no experience prior to it and barely understanding how it works?
Dare I claim to have made the sexiest grid as of yet?
[img]http://www.imgdumper.nl/uploads3/4ce30dcfe24fd/4ce30dcfcf83e-Avalanche_-_Grid.png[/img]
[QUOTE=Overv;26105657]Dare I claim to have made the sexiest grid as of yet?
[img_thumb]http://www.imgdumper.nl/uploads3/4ce30dcfe24fd/4ce30dcfcf83e-Avalanche_-_Grid.png[/img_thumb][/QUOTE]
No, needs more aliasing.
Pros don't want that blurry mess.
[QUOTE=yngndrw;26105690]No, needs more aliasing.
Pros don't want that blurry mess.[/QUOTE]
Don't start the whole "needs more" chain again. :ohdear:
[QUOTE=yngndrw;26105690]No, needs more aliasing.
Pros don't want that blurry mess.[/QUOTE]
Actually no form of anti-aliasing is enabled :ssh:
Can someone link me to a simple, plain text true type font?
I can't fucking find anything on the internet.
[QUOTE=Overv;26105844]Actually no form of anti-aliasing is enabled :ssh:[/QUOTE]
But ... But ... The edges are all silky smooth. How can this be ? I really thought it had anti-aliasing.
In which case, yes it is the sexiest.
[QUOTE=neos300;26105848]Can someone link me to a simple, plain text true type font?
I can't fucking find anything on the internet.[/QUOTE]
Silkscreen?
[url]http://kottke.org/plus/type/silkscreen/[/url]
[QUOTE=neos300;26105848]Can someone link me to a simple, plain text true type font?
I can't fucking find anything on the internet.[/QUOTE]
Will this do ?
[url]http://dejavu-fonts.org/wiki/Main_Page[/url]
[b]Edit:[/b] Slightly larger than [b]BlkDucky[/b]'s, depends on what you need.
For modern OpenGL tutorials, I'm using a mix between [url=http://duriansoftware.com/joe/An-intro-to-modern-OpenGL.-Table-of-Contents.html]Joe's Intro to Modern OpenGL[/url] and [url=http://www.arcsynthesis.org/gltut/]Learning Modern Graphics Programming Through OpenGL[/url]. The first is in the very early stages of production while the latter is farther along but uses code that [i]requires[/i] new OpenGL versions. So I'm using the latter for technique, the first for implementation.
Those are the only modern tutorials I've found! Any others?
OpenGL should just remove the deprecated features. It's confusing as shit to have all of them just lying around. How the fuck do I know what not and what to use?
[QUOTE=Jawalt;26106003]OpenGL should just remove the deprecated features. It's confusing as shit to have all of them just lying around. How the fuck do I know what not and what to use?[/QUOTE]
And break thousands of programs when you update OpenGL?
[QUOTE=yngndrw;26105928]Will this do ?
[url]http://dejavu-fonts.org/wiki/Main_Page[/url]
[b]Edit:[/b] Slightly larger than [b]BlkDucky[/b]'s, depends on what you need.[/QUOTE]
Actually, yeah. DejaVu is probably more appropriate, unless you want more of a digitalised look.
[editline]16th November 2010[/editline]
[QUOTE=Jawalt;26106003]OpenGL should just remove the deprecated features. It's confusing as shit to have all of them just lying around. How the fuck do I know what not and what to use?[/QUOTE]
They do get removed eventually. They're left in there for backwards compatibility only.
[QUOTE=arienh4;26106033]And break thousands of programs when you update OpenGL?[/QUOTE] I dunno, maybe it should offer an alternative with all the deprecated shit pulled. Like headers lacking any deprecated functions. I learn from example and nearly all the examples I find use deprecated shit.
Do please note I'm not terribly familiar with any graphics shit, but I've attempted to get started a few times only to be told what I'm doing is terrible and old.
[QUOTE=Jawalt;26106003]OpenGL should just remove the deprecated features. It's confusing as shit to have all of them just lying around. How the fuck do I know what not and what to use?[/QUOTE]
They do remove the deprecated features - from the specification. You can go to their website and see the list of what's current.
Hardware manufacturers just keep things compatible so that everything doesn't break.
Hey, MineViewer bookmarks
[img]http://ahb.me/W_G[/img]
Should have probably added this a long time ago.
So are there any up to date OpenGL tutorials available online?
Shits deprecated, yo.
[QUOTE=yngndrw;26105690]Pros don't want that blurry mess.[/QUOTE]
blurry is [b]so[/b] 2009
Just got some sexy 2d lighting going in Grid.
[IMG]http://i54.tinypic.com/2emem8y.png[/IMG]
Sadly, it uses a flood fill algorithm to find every pixel in the light's radius, which is as slow as this thread on a monday.
I haven't even begun with shadows. Does anyone know what I should use for the algorithms?
Broken image?
I'm currently working on learning more about Java, by trying to make my brain think a programmer. And while I'm hear I have a question about programming. I'm getting close to learning the basics of Java (or what I think are the basics anyway) and I think I want to learn C++. I know they are simular but I think I might get them confused and end up writing half a program in C++ the other half in Java. So, should I take a dive into C++ or should I wait for a while and 'master'(Ha!) Java?
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