On Jan 25, 2010, at 11:53 AM, Casey Duncan wrote:
> That said OpenGL 3.2 is pretty exciting because it finally breaks
away
> from the old fixed functionality system to a fully programmable one.
> But as mentioned that means you'll need to stretch your bootstraps a
> bit more to get off the ground, since there isn't a much
preprogrammed
> functionality. But it also means that there aren't a bunch of
> different now obsolete apis that do the same thing to distract you.
I can deal with "harder" to learn, as long as it's incremental. If I
can build up bit by bit, and see what each additional layer of
complexity does, I should be able to figure it out. But it sounds like
OpenGL 3 is not widely supported on video cards? I am developing on a
MacBook Pro, if that makes a difference.
> If you decide to go with OpenGL 1 or 2 instead, do yourself a favor
> and don't bother with wholly obsolete parts of the api like immediate
> mode. At a minimum use vertex arrays (or vbos). Pyglet has an api for
> defining them that insulates you a bit from the bare metal, and
should
> work automagically with any graphics card that supports OpenGL 1.1-2.
Is there a way for me (someone new to OpenGL) to tell what parts are
deprecated/discouraged? Or perhaps a page of OpenGL samples showing
the "new, improved" way?
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