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


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