Should I even bother remembering depreciated rendering?

I’m getting the hang of VBOs, FBOs, Display Lists, etc. I believe it was VBOs that were more modern and FBOs right behind it. I’ll miss the good old Immediate mode days, but since FBOs aren’t really depreciated(at least not yet), should I try to remember FBOs and mainly all the different rendering modes? I ass u med ( :point:see what I did there) that knowing all the rendering modes would be good to help others who use them, but would I ever need any depreciated rendering modes? Should I stick with VBOs until they possibly get depreciated and I need to render differently?

Deprecated, not depreciated.

There is no point in not remembering the fixed function pipeline, you just don’t want to use it in your final game build. There are some cases where its useful, so don’t just forget about it.

Also, FBOs are not older than VBOs. They are a different way of rendering. FBO stands for Frame Buffer Object, VBO stands for Vertex Buffer Object. Completely different things.

Test purposes?

I thought FBO stands for Float Buffer Objects :o. Is it possible VBOs and FBOs be used at the same time? Also, what is a Fixed Function Pipeline?

No, FBO is a different rendering technique. Basically you can use an FBO to draw a separate world inside your main world. That doesn’t make much sense, so think about a tv within a game. The actual pictures that are displayed on the tv would be rendered with a FBO. So yes, its possible. Besides, a VBO is just a way to buffer raw data to the GPU.

The fixed function pipeline includes the old immediate mode, lighting functions and the matrix stack, as well as other stuff.

I really suggest you learn more about the basics of OpenGL and how it works before you move on. Learn how VBOs work, learn the difference between the programmable pipeline and the fixed function pipeline.

Yeah thanks. I would get an OpenGL book but don’t they all focus on OpenGL for c++? Why can’t anyone make a book for LWJGL? :emo:

LWJGL is a wrapper around OpenGL, so really any OpenGL tutorial you follow could be adapted to use with LWJGL. The C++ calls are the same as the Java calls for the most part.

BTW, display lists are deprecated and FBOs(Frame Buffer Objects) were added in GL 3 whiles VBOs were added in GL 1.5. Like said above, it’s fine to learn and remember deprecated rendering techniques, but remember that there are much faster approaches that you should use in an actual release.

Deprecated rendering modes are so easy it doesn’t even matter if you try to remember them. Even if you come back to immediate mode after 5 years, you would pick it up after 5 minutes.

FBO - Frame Buffer Object. By default, you are rendering directly to the screen. When you bind an FBO, you are rendering to that FBO, not to the screen. FBO can be connected to a texture, so you can render to FBO, and once you are done rendering, you can extract a texture from the FBO.

FBOs are not deprecated, in fact, some machines that are used today might not support them.