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Dive into the essentials of learning Modern OpenGL with Evan Hart's insights on graphics fundamentals. This guide emphasizes the core algorithms at the pixel and vertex levels while navigating deprecated functionality still prevalent in older OpenGL versions. Discover the importance of illumination models like Phong, the nuances of shader and VBO creation, and the marketability of skills in a 3D application landscape increasingly dependent on shaders. Gain knowledge focused on fundamental graphics concepts while understanding the trade-offs of verbosity in newer APIs without the heavy reliance on old structures.
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Learning with Modern OpenGL Evan Hart NVIDIA
Disclaimer • Deprecated functionality supported by many vendors • Old versions of OpenGL are still supported • Fortran and Cobol are still important even if most courses now focus on Java • This is about what to teach/learn, not about changing production code
Introduction with New APIs • Focus on fundamentals of graphics • Less focus on API mechanism • Requires some tools to help things along • Still provides access to fast feedback • More marketable knowledge
Fundamental Focus • Focus on core algorithms at the pixel and vertex level • Illumination models like Phong • Rich C-like language for development • Algorithms are not hidden behind switches
API Mechanism • Newer API mechanisms are more verbose • Less reliance on API imposed anachronisms • Latching behavior of vertex submission • More orthogonality
Tools • Good support code goes a long way • Few would recommend starting without GLUT or GLU in ‘old’ OpenGL • Is shader creation or VBO creation substantially different?
Tools vs Complexity • Single Triangle, no tools • 126 lines (minor reformatting) • Single Triangle, compile and link functions • 86 lines • Single Triangle, create shader function • 74 lines • Old OpenGL Single Triangle • 35 lines (no comment lines)
Marketability • Most new 3D apps use shaders • Arguably most require them • All APIs are eliminating fixed-function • OpenGL, OpenGL ES, and Direct3D • Some PhD level graphics students have trouble explaining the math for Phong illum. • For better or worse this is probably the most common shader component (other than matrix multiplication)
Advantages More closely tied to the core algorithms Better matched to new code development More closely matches other modern APIs presently in use Disadvantages More verbose API with fewer defaults No GLUT / GLU functions Still lots of apps using OpenGL 1.x Pros & Cons