I was doing 3D games for PC around 10 years ago and well, I need to refresh and update my knowledge
We were working on openGL 1.2 with 1.3 being the “cutting edge version we should not use because only high end machines have it installed”
I was learning openGL via NeHe tutorials, I know RedBook rather well, I think I looked through BlueBook too. GreenBook and OrangeBook were not existing in my times. I have read the history overview here: http://en.wikipedia.org/wiki/OpenGL (althrough I simply don’t know most of the terminology after 1.3 since these things were not invented when I was learning openGL, but I overall know what a shader is, these were just about to be introduced when I quit 3D). I plan of doing only very basic things in OpenGL, I don’t have the resources to make a full fledged 3D games anymore anyway, so things like how to make the texture appear super cool does not interest me too much (althrough, it would be still nice to know :)).
Questions:
- Is the information in RedBook still valid? Will the old code still work (I read somewhere about removed glBegin/glEnd, is that true?)
- Can you drop me an example code of the simpliest method to draw a textured triangle (or a cube)?
- What is the current minimum safe to use (guaranteed to be installed on lower end machines) OpenGL version for PC (Windows XP SP2, DirectX 9.0c)?
- What is the current minimum safe to use (guaranteed to be installed on lower end machines) OpenGL version for Mobiles Android/iPhone)?
- What is the current best tutorial for learning openGL (preferably something that is chaptered well, so I can notice what i already know and don’t need to read and what is “new”?
- Anything else I should know?
Shaders are difficult to use, you often have to program several versions of the same shader, it is quite difficult to debug. I don’t know if you plan to use a 3D engine, none really provides the support of fixed and programmable pipelines, Ardor3D mixes both, JMonkeyEngine 3 relies much more on shaders.