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I'm sorry, but this point of view is often repeated, and it's wrong. Immediate mode has the benefit that it's READABLE. It's possible to scan through code, an
by VikingCoder 11y ago
I'm sorry, but this point of view is often repeated, and it's wrong.
Immediate mode has the benefit that it's READABLE. It's possible to scan through code, and actually understand what's happening, and what the impact of small decisions will be.
Modern OpenGL exists for performance. People who are worried about performance should absolutely, without question, use Modern OpenGL when they're moving to their final code. And I get that's the spirit of what you're trying to say.
But when someone is trying to teach, and someone is trying to learn, how given input data translates to pixels on screen, immediate mode is vastly better at making READABLE code.
Sure, yes, if you're an expert with modern OpenGL, you'd probably want your teacher to write modern OpenGL, because, well, why not? You're an expert, right?!?
But that's akin to saying that you should explain advanced data structures with hand-coded machine language binaries. No.
C and C++ and immediate mode OpenGL are better for teaching the core concepts.
- inDigiNeous 11y agoI agree on your point, but at the same time, teaching deprecated methods is just silly. You can teach Modern OpenGL also if you just think about how you approach it. Start with simple things and go from there. Also with Modern OpenGL you actually have to understand more about the whole process, with old OpenGL it's possible just ignore lightning, matrixes almost completely and not really understand them. But yeah, I kinda agree on that point also.
- AlwaysGeeky 11y agoI do kinda say in the articles that this tutorial set is not supposed to teach the reader about rendering or graphics programming. The whole reason for my writing it (3 years ago) was so that someone who already knows graphics programming could create a voxel engine. If I had to also teach modern OpenGL in the articles too, they would be over double the size before even getting to anything voxel related.