Is there a good book that focuses on the programmable aspect of OpenGL 3.0
I want something like the OpenGL Super Bible, but focusing solely on the "new testament" part -- the programmable rather than the fixed pipeline.
OpenGL is a lot easier to learn by example than from a textbook. Overall it's very complicated, and there are tons of aspects to it even before you ever think about optimization, but individually the different things you can do with OpenGL are not all that hard.
The answers to the questions are dependent upon the skill and/or persistence of the person. For me, it didn't take long at all, just a couple weeks to get comfortable with it. But then I wrote my first sprite library in 6809 machine code over 15 years ago. OpenGL isn't any harder to learn than any other API.
Downloading OpenGL. In all three major desktop platforms (Linux, macOS, and Windows), OpenGL more or less comes with the system. However, you will need to ensure that you have downloaded and installed a recent driver for your graphics hardware.
The Orange Book: http://books.google.it/books?id=kDXOXv_GeswC&dq=opengl+shading+language&printsec=frontcover&source=bn&hl=it&ei=KChiS7-_Ityi_QarxsyMDA&sa=X&oi=book_result&ct=result&resnum=4&ved=0CB4Q6AEwAw#v=onepage&q=&f=false
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