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DrunkCat2015-01-29 18:15:26
OpenGL
DrunkCat, 2015-01-29 18:15:26

"Modern" OpenGL?

I started my study of computer graphics with the first versions of OpenGL (1.*). Until the last moment, he used previously acquired knowledge and was always satisfied with the result. To the point it will be said: I used OpenGL for scientific purposes - models of objects, various kinds of surfaces, in general, for clarity of the results.
Slowly, without noticing it, I migrated to OpenGL version 2 (2.*). I did not feel a strong difference, it seemed that the second version was corrected and finalized. But recently I've been thinking about the current version of OpenGL and its new features. To my surprise, I discovered that the current version of the standard is the fourth, and there was also the third. With the thoughts that the second version was better than the first, and, logically, the fourth should be even better, I began to understand the changes.
The main differences that I made for myself were:

  • lack of glBegin/glEnd functions;
  • shader support;
  • lack of functions for working with matrices.

I knew about shaders from the second version, but no one forced their use, and it was not necessary. It was possible to get by with other means, in the old fashioned way, which gave the same result.
Using the glBegin/glEnd functions is not the best way, but why remove them? In my opinion, this is a great way to sketch something quickly, and in terms of learning, they are much better perceived.
The main surprise was that operations on working with matrices were removed. And now, firstly, there is a need for the obligatory use of shaders, and secondly, all the work on processing matrices, which was previously carried out "behind the scenes", now falls on the programmer's shoulders. In my opinion, this is a huge step back, because. writing programs should become more difficult. They should become bigger and not clearer. Climbing through the forums, reading the comments, I found a lot of people who liked these changes.
My situation in not understanding the new standard is aggravated by the fact that I cannot find decent literature on this subject in Russian. Various manuals and articles that I came across do not give a clear idea of ​​​​how to use all this.
In this regard, I ask you to help with references to the literature?
One more question worries. The second standard still seems to have been canceled by no one. How relevant is its use on modern equipment? How much longer will he be active?

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3 answer(s)
M
mamkaololosha, 2015-01-29
@mamkaololosha

> In my opinion-this is a huge step back
for your opinion, no one asked.
100th time already asked.
code.google.com/p/gl33lessons/openglinsights.com
openglsuperbible.com
_

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maaGames, 2015-01-29
@maaGames

About the "main surprise"
Exactly what everyone does to use shaders, loading the GPU instead of the CPU. For the sake of performance. To push progress and transition to new technologies.
I liked the features too.

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Vladimir Semenyakin, 2015-10-04
@semenyakinVS

If it's still relevant - here are some more good lessons. If you are friends with English, you can try to find this book.
PD: And I also created a mega-question on the topic of openGL, in which you can also pull out useful information. Especially when smart people start writing answers - I hope we learn sensible things.

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