For learning OpenGL, you might want to consider looking into Nehe
tutorials<http://nehe.gamedev.net/tutorial/lessons_01__05/22004/>
.
Once you think you are getting enough comfortable (and hasn't lost the
interest yet :P) then you will be enough knowledgeable to pick the right
book for  :-)


On Tue, Sep 13, 2011 at 5:23 PM, Joe Morgan <[email protected]>wrote:

> I'm maybe 150 pages into it, and it seems like a very good book. It
> came highly recommended in the research I did, but if you go that
> route make sure to get the 4th edition and not the 5th edition.
> Apparently in the latest, the authors concentrate on their own library
> and don't focus on the fundamentals as much.
>
> I'd say the biggest drawback of the book (other than the fact that the
> examples are all C++ and I can't even get them to compile because they
> rely on some outdated components) is that the first half, while
> teaching the concepts pretty well, uses the fixed pipeline. This
> doesn't seem to have a corallary in WebGL, which as far as I can tell
> makes exclusive use of the programmable pipeline. I get the impression
> that it will help in understanding the programmable pipeline later in
> the book, though.
>
> Knowing what I know now, I might have instead bought a book that
> focused exclusively on OpenGL ES 2.0. In fact, the OpenGL ES 2.0
> Programming Guide has a website that has added examples that use WebGL
> (http://opengles-book.com/). I might buy that one now too.
>
> - Joe
>
> On Sep 12, 12:31 pm, Xavier MONTILLET <[email protected]> wrote:
> > Alright so I'm not the only one in that case. Thank you for answering.
> > Is the book you spoke of worth buying? I mean would you recommend it
> > over any other book speaking of OpenGL or did you simply pick a
> > "random" book and found it not too bad so you bought it?
> >
> >
> >
> >
> >
> >
> >
> > On Mon, Sep 12, 2011 at 2:59 PM, Joe Morgan <[email protected]>
> wrote:
> > > 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 <[email protected]> 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 <[email protected]> wrote:
> > >> > 2011/9/11 xavierm02 <[email protected]>:
> > >> >> 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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