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I tried courses a few years back, but what actually helped me get into OpenGL (I started with ES2 because it was compatible with every device I owned) was to fi
by microcolonel 9y ago
I tried courses a few years back, but what actually helped me get into OpenGL (I started with ES2 because it was compatible with every device I owned) was to find an existing OpenGL ES 2.0 program which compiled and ran on my computer, and tinker with that week after week. I think I have a pretty good grasp now of shading and how to take good advantage of the pipeline stages.
I suspect Vulkan will require the same sort of effort. I bought the Programming Guide in the first preorder campaign, but I think the way I will learn Vulkan is by transplanting my pet ES2 projects into an existing Vulkan skeleton.