On 10/2/07, Paul G. Allen <[EMAIL PROTECTED]> wrote: > On Tue, 2007-10-02 at 17:29 -0700, Andrew Lentvorski wrote: > > > > Also can you reccomend a good book on OpenGL. > > > > Nothing is particularly good. I have both > > the OpenGL Superbible and OpenGL Programming Guide. > > They're okay, at best. > > > > The NeHe tutorials are probably more instructive. > > However, they generally have a high Windows-centric > > focus in spite of being OpenGL: > > http://nehe.gamedev.net/ > > > > I can't comment on Python and OpenGL, but from > my game development days, I never found anything > better than The Blue book and The Red Book. Go to > the OpenGL web site (http://www.opengl.org/), > Select the "Documentation" > menu, and at the > bottom you'll see "OpenGL Reference Manual" and > "OpenGL Programming Guide". You may find other > books on the site as well. You will also find > many other resources there. > > The only two books I ever really needed when > I was doing 3D OpenGL development were the two > afore mentioned books. I also referenced many > online resources and experienced programmers > such as John Carmack and the NVIDIA engineers > (since I mainly used NVIDIA cards, but that could > change with recent developments regarding AMD > opening the ATI specs up - finally, 3D card > competition in the Open Source world!).
Thanks Paul. I suspect the key is for me to go back to C and learn the API. Then I can move on to Python and figure out where the quirks come from. Hmmm ... maybe I should move to Ruby instead of Python? Comments? > As a final note, depending upon what you're doing, > a good math background can be important. Well that part I have. Just a matter of a misspent youth :) BobLQ -- [email protected] http://www.kernel-panic.org/cgi-bin/mailman/listinfo/kplug-list
