http://www.robertwinkler.com/
That logic doesn't really apply here, partly because it is not the students choosing what is taught, it's the professor/writer/creator. Choosing to teach graphics using a cross platform API like OpenGL doesn't force…
Even if there are places where it's 95% or even 99% windows, I don't think we should force the 1-5% to change their OS or deal with VMs (if you can even get graphics passthrough working) or have to work in the school…
I say the same thing about 3.3. See my comments with Jasper. I actually consider dealing with buffers and shaders to be far nicer and clearer than dealing with the old 1.x style API but I suppose for someone already…
You're right. I consider 3.3 core and newer to be "Modern OpenGL". And the biggest reason I say 3.x is I know I will never support the geometry shader (or transform feedback though that came earlier).
I suspected you'd say something like this. I'm going to respond to each and then my overall response. I think I used UBOs once, just to try them from a textbook example. They seemed like a pain for no gain for my use…
Thanks! I put a lot of time into my initial draft/structure and I thought it turned out well so I appreciate the kudos. Still have to fix the inevitable typos though.
When you say that OpenGL is a mess are you including all of OpenGL? Would your rankings change if you picked say OpenGL 3.3 Core profile or 4.x+ core? With the caveat that I only ever really learned 3.3 (not much reason…
That logic doesn't really apply here, partly because it is not the students choosing what is taught, it's the professor/writer/creator. Choosing to teach graphics using a cross platform API like OpenGL doesn't force…
Even if there are places where it's 95% or even 99% windows, I don't think we should force the 1-5% to change their OS or deal with VMs (if you can even get graphics passthrough working) or have to work in the school…
I say the same thing about 3.3. See my comments with Jasper. I actually consider dealing with buffers and shaders to be far nicer and clearer than dealing with the old 1.x style API but I suppose for someone already…
You're right. I consider 3.3 core and newer to be "Modern OpenGL". And the biggest reason I say 3.x is I know I will never support the geometry shader (or transform feedback though that came earlier).
I suspected you'd say something like this. I'm going to respond to each and then my overall response. I think I used UBOs once, just to try them from a textbook example. They seemed like a pain for no gain for my use…
Thanks! I put a lot of time into my initial draft/structure and I thought it turned out well so I appreciate the kudos. Still have to fix the inevitable typos though.
When you say that OpenGL is a mess are you including all of OpenGL? Would your rankings change if you picked say OpenGL 3.3 Core profile or 4.x+ core? With the caveat that I only ever really learned 3.3 (not much reason…