#9 in Rendering & ray tracing books
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Reddit mentions of OpenGL Insights

Sentiment score: 1
Reddit mentions: 2

We found 2 Reddit mentions of OpenGL Insights. Here are the top ones.

OpenGL Insights
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Found 2 comments on OpenGL Insights:

u/mysticreddit ยท 11 pointsr/gamedev

Coulple of quick comments:

  • GLEW - OpenGL Extension Wrangler

    The standard render function does

  • Apply 3D Camera Matrix for player- set modelview & perspective matrices
  • Draw World - for each object, push object matrix, draw entity, pop object matrix
  • Apply UI camera - set modelview (Identity) & perspective (orthographic) matrices
  • Draw HUD - iterate and draw all the UI elements

    There are 2 ways os setting the orthographic camera:

  • -1.0 .. +1 = left .. right
  • -y .. +y = using aspect ratio

    or

  • 0 ... ScreenW-1 = left .. right
  • 0 ... ScreenH-1 = top .. bottom

    It doesn't really matter which coordinates you pick, just as long as you are consistent.

    You could use multiple texture atlases, or dynamic textures. You could use the z coordinate of the texture coordinates to specify which texture to use. This article has an example of how to use OpenGL Texture Arrays. Note that Texture Arrays require OpenGL 3.x+.

    You could use one VBO just dumping all your objects in there but that is an optimization.

    The Book: OpenGL Insights shows the modern shader approach to starting OpenGL. As long as you target OpenGL 2.0 (or higher) you'll be good.

    Older laptops won't support OpenGL 2.1+ -- there was a big cry last year when Minecraft dropped support for pre OpenGL 2.1. Depending on the size of your community you may get a) no, or b) some backlash. It sounds like for you this isn't / won't be an issue -- just something to keep in mind when you get bug reports when people complain they can't run your game.

    Hope this helps.
u/zertech ยท 2 pointsr/cscareerquestions

There are lots of resources for your basic VBO,VBO and Vertex and fragment shader stuff. The lack of good resources come when you wanna start using some of the more advanced stuff. Its out there, but harder to find.
The OpenGL bible book and the red book are not really good for learning, although i think they do have a brief tutorial section but its not stuff you cant find on the net easy. Those books are basically API in book form. It can be useful though because you can flip through it and see some the api for features that you may not know exist otherwise. The openGL superbible and the redbook are kinda identical. but i think the superbible has a bit more tutorial stuff in it and explains things a bit more. I think it is worth buying but you will end up using other resources aswell.

One book i really do reccomend though is: OpenGL Insights
This book shows how you can do some pretty cool things really take advantage of OpenGLs features in interesting ways. I think its technically a series of papers by a bunch of different people but its very much worth a read in my opinion.

Here are some of the resources i found helpful.