Are there huge differences in OpenGL 3.x vs 2.x? Is it waste of time learning OpenGL 2.x or are they both following the same concept? I think i read somewhere that 2.x was state based and that 3.x was not, is that correct?
I think the modern shader only style is the future of OpenGL and real-time 3D graphics. I would suggest to start with OpenGL 3 right away. On the other hand the old-style deprecated OpenGL is easier to learn and it is easier to do simple things, without understanding the whole API.
But no matter if you skip the old-style fixed-function or not or if you use Direct3D or OpenGL, it is important that you also understand the principles and inner workings of a graphics pipeline, as I often (not always) see people, who have questions about OpenGL and why their code does not work and they seem to have no idea about computer graphics and what the respective OpenGL functions really do and mean.
EDIT: Also, have a look at this question for some book recommendations, depeding on you decision.
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