> Curses. I haven't even looked at shaders yet. :) > > Gumm I put off looking at shaders for years, thinking that there was plenty in OpenGL that I hadn't figured out yet, so why add even further to the complications? When I finally sat down to figure shaders out, I wished I had done it right from the start. As Tristam says, some things turn out simpler.
Personally, I used the OpenGL Orange Book to get me started on shaders, although be warned that, like the other official OpenGL books, it does focus on the theory of OpenGL-the-interface too much at some times, completely ignoring all details of any particular implementation. This gives it a timeless relevance, but mean that it does things like describe in loving detail functions which exist in the spec but are not actually implemented by most graphics cards/ drivers (e.g. perlin noise generators.) I just ordered the OpenGL SuperBible this week. I understand the latest 5th edition is now written entirely in an 'opengl 3 using shaders' style. -- You received this message because you are subscribed to the Google Groups "pyglet-users" group. To post to this group, send email to [email protected]. To unsubscribe from this group, send email to [email protected]. For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en.
