On Mon, Jan 25, 2010 at 3:53 AM, Florian Bösch <[email protected]> wrote:

> On Jan 25, 3:24 am, greenmoss <[email protected]> wrote:
>
> However, I happened to hear that the Nehe tutorials use OpenGL 2
> > calls, which have been deprecated. Is this true? If so, is there a
> > source of documentation that shows the "best" method of OpenGL 3 calls
> > in Pyglet?
> OpenGL 3 is... a bad idea to use, it's supremely hard, even for
> seasoned veterans, don't say I didn't warn you.


That's... somewhat of a misrepresentation, at the very least.

Sure, OpenGL 1.1 is easier to pick up - immediate mode is fun to play around
in, the matrix stacks make transformations easy, and fixed-function shading
doesn't require any complex configuration for simple effects.

Unfortunately, as soon as you want complex lighting/shading effects, you
have to move to shaders. As soon as you need performance you have to move to
vertex buffer objects, and as soon as you need to do any complex
transformation work, you need to go with a more complex transformation
setup.

So yes, OpenGL 3 is a bit harder to pickup, especially if you don't have any
background in 3d math. But if you go the OpenGL 1.1 route, you are going to
end up in exactly the same place - albeit after a lot more time, and with a
lot of bad habits to un-learn.

-- 
Tristam MacDonald
http://swiftcoder.wordpress.com/

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