OpenGL Redbook, OpenGL Programming Guide - Version 2 or Version 2.1 - Looking for advice on which to purchace -


borrowed book uni library. wasn't hoping for...

hi, student , on summer borrowed opengl programming guide, version 4.3, version university seemed have in main library.

i know little bit using opengl sfml, sdl , glut. borrowed book me extend knowledge.

unfortunately have found 4.3 book heavy going , difficult follow. sure had read similar book (an older version, when used called "redbook") , found easier follow.

i able borrow version 2.1 book, , sure 1 had read parts of. far have found much easier follow. better suited non-experts , people less experience.

please don't close question...

this might sort of question gets poor reception, , gets voted close, please don't - answer question. think programming question, , helpful others myself. explain later, looking buy book version 2 or version 2.1, , advice.

tldr? question starts here:

basically know main differences between opengl version 2 , version 2.1. far can tell, there book version 1.0 or that, 2.0, 2.1, , 3 or 3.5 or something. why there whole new book version increment of 0.1: in version 2.0 2.1. assuming major changes made or extensions , functionality added in 2.1 release?

reason asking liked book (version 2.1) much, thought should buy it! (madness, no?) anyway, want know stuff in version 2.1, or has changed, can made decision if spending worth it.

this not answer hoping for, but: don't bother learning ogl < 3.0. of opengl documented , need know can found on internet. note redbook entirely free on internet, @ least relevant parts (as far i'm aware). anyway, heavily focuses on older, deprecated functionality, wouldn't consider worth reading anymore.

opengl 3.0 introduced deprecation mechanism, of opengl 2.x features deprecated. includes client side memory, fixed pipeline, built in lighting calculation etc. opengl 2.x include programmable pipeline features , server side buffers, still recommend using modern ogl. because can't cautious enough. opengl 2.x invites use older functionality, terribly easy use, possibly felony.

the programmable pipeline, server side buffers , goods opengl 3.x , perhaps hard learn about. once you're able proficiently use these features, blown away power. in comment mentioned particles, more fun experiment particles if have ability use transform feedbacks, compute shaders, geometry shaders, instanced rendering , on. truth modern opengl hugely supperior older opengl, much, faster , designed modern hardware.

i don't know why each minor version has new book, people have addiction books suppose. opengl 3.x , deserves new book. entirely different previous apis - @ least usage is. dislike books, that's me. great starting point learn opengl 3.x , on internet be:

http://www.arcsynthesis.org/gltut/index.html

http://ogldev.atspace.co.uk/

http://www.opengl-tutorial.org/

the first link great source getting know pipeline, recommend reading all. second link, has bunch of small tutorials on range of subjects, great source know more complex algorithms. third link more beginner style tutorial in case stuck.

also 1 has information , detailed documentation ever wish for, keep track of regardless of source you're going use:

http://www.opengl.org/wiki/main_page

you mentioned want experiment on linux environment. make sure update opengl drivers (do on os actually). according website mesa supports opengl 3.1. recommend using proprietary drivers can use of gpu has offer (personally, i'm running opengl 4.2 on linux mint using amd drivers), includes things geometry shaders, tesselation , similar.

one last note, opengl es 2.0+ easier convert to/from newer opengl versions. opengl es 2.0+ not use fixed pipeline, nor client side memory , alike. , similar api runs on web, web has moved on, should :p

now out there , start ogl'in!


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