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What's wrong with the NeHe tutorials?

category: general [glöplog]
thx to whoever fixed the image resolution shit, now I can read the thread

i can't anymore, the image width is larger than my screen width... (osx leopard / safari)
also on osx leopard / safari, but it's fine here.
added on the 2009-01-27 12:53:42 by psonice psonice
isnt the safari renderer the same as the chrome one?
added on the 2009-01-27 12:57:08 by Gargaj Gargaj
yeah webkit
added on the 2009-01-27 12:57:45 by decipher decipher
well i think it's not *exactly* the same
Ok, vertex arrays, VBOs, FBOs, etc is what I missed from my first days with Nehe. CloseGL just did a bunch of glVertex commands and stuff, maybe unoptimized. I have seen somewhere the vertex arrays but what are the differences of VBOs, FBOs, what the heck are they I don't know. Ok, maybe I will google it and don't bother you here..
added on the 2009-01-27 13:44:47 by Optimus Optimus
codesampler.com, maybe a little better
added on the 2009-01-27 13:54:58 by zeroshift zeroshift
codesampler is just throwing source-code at you...no explanations !
Ar-Se has lesser explanations as well !
both are better than NeHe tho !
so best go through it all to have a good start !
codesampler is just throwing source-code at you...no explanations !

Except that it's mostly well commented, and once you've got the basic hang of it, just seeing how something is done is quite enough to work from. Unlike NeHe, you don't need to feel really bad about copypasting stuff from codesampler, since the quality of the code is much better..
added on the 2009-01-27 16:18:18 by Preacher Preacher
just wanna add:
directX-documentation suxx bigtime ! ( and is Windows only :/ )
so better get used to the strange system of OpenGL, not careing of dX ;)

and yes: Preacher is absolutely right...i didn´t say otherwise tho ;)
Good OpenGL tutorial:

  • No imediate mode;
  • No fixed pipeline;
  • No pushypops...
added on the 2009-01-27 16:50:14 by xernobyl xernobyl
    [*]Don't call extensions "extensions" because they really aren't extensions.
added on the 2009-01-27 16:50:58 by xernobyl xernobyl
> No immediate mode

I promise to write the next demo all in immediate mode, with push and pops. It's going to be in 3D, and you'll like it (I hope !) :-)
added on the 2009-01-27 18:18:58 by Navis Navis
directX-documentation suxx bigtime !

no more drugs for you
added on the 2009-01-27 18:42:18 by Gargaj Gargaj
glPushMatrix and glPopMatrix Rocks, even in my demo engine i have push and pops for DirectX and glVertex equivalent instructions !
added on the 2009-01-27 18:54:27 by zeroshift zeroshift
Isn't the DX Matrix Stack exactly the corresponding feature to glPush/PopMatrix()?
added on the 2009-01-27 19:04:20 by xTr1m xTr1m
nah, mine is better :D
(really dunno that existed LOL)
added on the 2009-01-27 19:15:51 by zeroshift zeroshift
There's a matrix stack in D3DX, yeah.
added on the 2009-01-27 19:23:41 by kusma kusma
directX-documentation suxx bigtime !

I really hope you are kidding! Unless your idea of documentation is something useless like this. I was really positively surprised when I once ported a GL intro to DX in few hours by simply following the DX doc, which I found pretty cool. It's true that I'm in the group of "dont read the fucking manual", so I'm not used to docs and the DX one was like paradise to me. But for sure, what they call opengl documentation is a big joke (otherwise pages like nehe would not be needed). In the end one ends googleing for glBindProgram() rather than going to the doc to see how it works, that's says it all I think.
added on the 2009-01-27 21:25:12 by iq iq
Nehe is unfeasible because it's outdated, and the website targets an audience without a computer graphics background, but without teaching them anything worthwhile. The code is filled with globals and useless comments. Some of the articles seem to even explain what the C code does, not just the OpenGL API calls.
Long story short, NeHe teaches you the HOWs, but not the WHYs. And it does it in a pretty bad manner.

To iq:
The OpenGL documentation is actually pretty good, but it's written without a clear definition of who the audience is. So it's both for implementors and users of the API. This is even more apparent in the extension specifications, which can have issues-sections which are a mile long and often not very important for the actual use. The DirectX documentation has only one target audience. Users. I think that explaines the differences.

If someone took the initiative of starting a proper OpenGL related page, I'd love to help.
added on the 2009-01-27 23:11:22 by Madsy Madsy
Madsy: I strongly disagree. The OpenGL documentation isn't good in any way. The best pieces are the spec and the red-book. Well, you can't expect programmers to read the 500 pages of spec-language (which is somewhat like lawyer-language - you need to learn how to read it to understand) just to be able to push some polys, and the red-book is quite out-dated.
added on the 2009-01-27 23:37:47 by kusma kusma
I find this http://www.khronos.org/opengles/sdk/docs/man/ quite useful. Shame the same thing doesn't appear to exist for desktop GL.
(Although it would probably be useless for desktop GL, and is only useful in that instance because the API is so refined)
well..if it's only the manpages.. i have a mirror here but there are lots of others, e.g. the DGL wiki (german) is pretty good
added on the 2009-01-28 00:10:03 by xyz xyz


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