It takes time and patience to understand this. Really you just need to try coding stuff, read tutorials, books, watch youtube tutorials. What makes things a bit easier is to make sure you check for errors and print the infolog from compiling your shaders and linking the programs. The second most difficult part is to understand "why is this not working". I recommend using a math library like glm to do vector and matrix math + more. The most difficult part of graphics programming is the math and concepts that it is based on. You can experiment with projection matrices, view matrices, adding vertex attributes as normals, texture coordinates, vertex colors, etc. You have already been through the basic opengl boilerplate code, except uniforms, textures, some draw functions and compute dispatch stuff. If you have come this far, there is not really a lot more to opengl. * Clear the screen, draw the triangle, and swap the buffers and you should be able to see the triangle. * Create a vertex array object, then set up the attribute pointer for your vertex attribute (position). * Set up 3 vertices that form a triangle. Link the vertex shader and fragment shader objects together in a program object. * Create the vertex shader object and fragment shader object from the shader source code and compile it. Set up some basic boilerplate code and try to draw a triangle. Set up a gl extension loader (e.g glew) so you can use all the gl functions you need.ģ. First set up a plain window (e.g with glfw) so you got something to work with.Ģ. How I got started was something like this:ġ. Additionally, for a short-hand api reference thats useable, try docs.gl OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.3 (8th Edition) if you need an api reference. This comes from an aspiring graphics developer who is looking to get into the industry, so take what I said with a grain of salt as well.Īnd, if you're really serious and want to look into picking up books, I can suggest these: Real-Time Rendering, 3rd EditionģD Math Primer for Graphics and Game Development I'd avoid trying to copy-paste solutions and learn that way, because you won't end up with a deep understanding that you really need. ![]() OpenGL isn't the simplest API, and 3D graphics are a totally different way of thinking if you haven't done that type of development before. I believe the ogldev author maintains a Visual Studio project for building their examples, but I haven't used it as I'm developing on linux.īe patient and try to really read through the examples. ![]() The ogldev tutorial is pretty comprehensive in a way that many tutorials are not, so I'd suggest starting there and using the other two sites as a reference. So, I've had some basic interaction with the API and know some of the linear algebra basics (vectors, matrix transforms, dot product & cross product). I'm going through the first tutorial now after prior experience building an instance rendering system for 2d sprites.
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