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This looks rather dated, the most recent version linked is from 2013 covering the API for OpenGL 4.3. I don't know much about graphics tech yet I'd assume some
by matthberg 6y ago
This looks rather dated, the most recent version linked is from 2013 covering the API for OpenGL 4.3. I don't know much about graphics tech yet I'd assume some of the best practices have changed with better hardware in the past 7 years.
- pjmlp 6y agoIt is kind of ok, given that 4.1 is the most widespread, however the latest OpenGL version is 4.6, which no book covers. Even the red book only goes up to 4.5 and the one need to track down the Kronos documentation. Then there is Vulkan as its successor (I doubt that there will ever be a new GL version), and mesh shaders are the future of GPGPU programming
- soedirgo 6y agoThe latest edition (7th ed, 2015) actually uses 4.5 as well. AFAIK OpenGL hasn't changed too much since 3.3, certainly not to the point of being irrelevant for learning.
- s9w 6y agoDirect State Access is 4.5 and changes code layout quite a bit
- pjmlp 6y agoThe shading language has though, so it depends how much one wants to do on the GPU, then again it is kind of irrelevant for beginners.
- ivars 6y agoOpenGL 4.5 has named objects which makes working with OpenGL feel less archaic. Also 3.3 version doesn't have tessellation shaders. But for some reson OpenGL 3.3 is still being called "a modern OpenGL".
- pjmlp 6y agoFor a while it used to be that OpenGL 3.3 was the only modern version you could guarantee to find everywhere, even on crappy hardware and actually work without major issues. No idea how it looks like in 2021.
- skinpop 6y agoDSA made OpenGL an actually enjoyable interface to work with. Many of my favorite changes(like the 4.5 gl_DrawID) are from later releases. Maybe 3.3 and 4.5 aren't actually that different, but they certainly feel very different to program.
- skocznymroczny 6y agoFor me personally DSA was an improvement, but not enough. I wish NV_command_list made it to core one day, amongst other things it introduced a concept of a "state object" which captures all the state and can be easily captured/restored. I have moved on however towards the DX12/Vulkan like APIs. Currently using WebGPU as a stop-gap, it gives me an easy to use API (compared to Vulkan) with strengths of those explicit APIs. I think in 2021, even if people are writing OpenGL engines, they are already using the "RenderPipeline/RenderPass" abstraction to fit the new APIs better.
- molticrystal 6y agoHas the Super Bible superseded the redbook? I read a second hand copy a long time ago of the red book when it covered the 1.x series, I am starting to have some time to learn graphics programming again and I know that the SuperBible and RedBook were good ones.