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OpenGL FAQ - Printable Version +- iDevGames Forums (http://www.idevgames.com/forums) +-- Forum: Development Zone (/forum-3.html) +--- Forum: Graphics & Audio Programming (/forum-9.html) +--- Thread: OpenGL FAQ (/thread-1927.html) |
OpenGL FAQ - arekkusu - Jan 11, 2009 06:49 PM Over the last several years, iDevGames has seen many great questions and discussions about all manner of Mac-related game development. With the advent of the iPhone, there has recently been a increase in new developers posting questions here. And I think a lot of the same basic questions are asked over and over. In particular, questions about a subject near and dear to my heart-- OpenGL. In my experience, at least 90% of these questions can be completely answered to anyone's satisfaction by simply reading the OpenGL documentation. But the official documentation is written in quite verbose and technical language, and may not be easy for new developers to pick up and digest, so it seems that many people don't bother reading it. To point out some other resources, there is an official OpenGL FAQ as well as a wiki and forum. Apple also maintains an OpenGL page with various articles, tools, and sample code demonstrating best practices on the Mac. Apple also has a mac-opengl mailing list with a searchable archive of thousands of questions and answers. And there's a new Apple developer forum for iPhone discussion. Many people learn best by example, and in addition to the official collection of OpenGL examples several others are available online, such as NeHe, CodeSampler, and of course Nvidia's SDK and AMD's SDK. Many books have been written about OpenGL if that's easier for you to learn with. After reading and playing with all of this, you'll understand the fundamental operation of OpenGL. That leaves us with the other 10% of the questions, which tend to be "what's the best way to do X?" or "I'm trying to do X and it works on GPU Y but not GPU Z, why?". Usually, these questions can be answered by experience, or in many cases by simply trying several implementations and comparing them. And sometimes, we really need nice long discussions. ![]() The "FAQ" link on this forum is broken, so in this thread, I'd like to ask iDevGamers what you want in a FAQ. What's important to you? From my perspective, there are a couple of fundamental topics that should be clearly documented. Of course these are already covered in other FAQs, but this is how I'd order a list tuned to new developers on iDevGames: 1) How to program. This is outside of the realm of OpenGL, but it's absolutely crucial that you understand the basic concepts of C and how to write and debug a program before you try to make a game using OpenGL. So, see a "general programming" FAQ before going any further. 2) What is OpenGL. Strictly speaking, it's nothing more than a specification. In practice, it's a state-machine based 2D and 3D graphics API abstracting away the hardware details so that you don't have to write microcode specific to every GPU you want your game to run on. This leads to a discussion of how hardware-specific features are exposed via extensions, which is a whole topic by itself. 3) What can I do with OpenGL? It's a fairly low-level API, which (to grossly simplify things) lets you draw a bunch of texture-mapped triangles. It's not a scene graph or a game engine-- you build those things on top of OpenGL. For a new platform like the iPhone, I think it's best to understand what the hardware and API capabilities are, and design your game around that-- not the other way around. 4) What's the deal with OpenGL ES? Embedded devices like the iPhone support a small subset of the full OpenGL API; many older and "convenience" functions have been removed. The two API are generally compatible, so you can write an application for both the Mac and the iPhone if you're careful about the functions you use. This leads to a discussion of the history of the GL API and the widely differing capabilities of the various GPUs out there. A series of "how do I?" topics, like: 5) How do I set up rendering (choosing a device, creating a context, creating a drawable.) 6) How do I draw something (vertex attributes and transformation.) 7) How do I use textures (texture objects, filtering, TexEnv.) 8) Everything else. Input, Audio, Video, Timing, Physics, File I/O, etc are not part of OpenGL. So, is this useful to build up with more detail? After reading everything I linked above, what else do you still want to know? OpenGL FAQ - arekkusu - Jan 11, 2009 06:51 PM How to Debug Here, I'll discuss a few fundamental techniques for debugging anything in OpenGL. See also: Getting Started, Common Mistakes.
OpenGL FAQ - haudio - Jan 11, 2009 07:12 PM I think it's very useful. I came from a direct x background so although the concepts are similar there are some differences. Although I had to read info on several different websites. This info could be useful to people i.e. Left Handed Coordinate system vs Right Handed, and the different views open gl maintains. For myself a big interest would be a section on optimizations. I admit I haven't profiled much OpenGL code and at this time am unsure what operations are costly. OpenGL FAQ - AnotherJake - Jan 11, 2009 07:12 PM Thank you arekkusu! This is going to be a very important thread to build out as you wish, so I stickied it. OpenGL FAQ - dcavanagh - Jan 15, 2009 04:22 PM I for one would love to see this thread expanded with what you have listed here. OpenGL FAQ - bronxbomber92 - Jan 15, 2009 06:07 PM Other things that might be worth mentioning are specific ways to speed up rendering. For example, what are the pros and cons of: instancing, storing a lot of (unrelated) vertex data in one VBO opposed to several separate ones, indices vs normal vertex arrays, interleaved data vs a vertex array for each, ect... And since the trend in graphics programming is all shader-based, it'd be nice to have FAQ of what should be avoided and what shouldn't be if you're preparing to go that direction, and general "sub-FAQ" for shader programming in general. Overall though, nice! |