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"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:
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> 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
_
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.
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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