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by robko
2721 days ago
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Ah, the good old OpenGL fixed function pipeline, deprecated for over 11 years now. For something a bit more modern, I'd recommend [0], but one might argue that old OpenGL is easier to learn since you don't have to setup your own shaders. [0] https://learnopengl.com/Introduction |
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One of my longer-term goals as a TA for the class is to update Scotty3D to Vulkan or modern OpenGL.
EDIT: I wanted to expand on this point, as this is actually an important part of the philosophy of the design of the course. As the OP argues as well, it more important to learn the fundamentals of CG theory (eg rasterization, the rendering equation, solving ODEs/PDEs) than the specifics of any particular implementation (OGL, DX, etc). After taking 462, many students (including myself!) take the class 15-466 Computer Game Programing [0], which goes deep into more modern OpenGL implementations (admittedly, it's OGL 3.3, but it still covers shaders/VBOs/other important concepts that translate to modern APIs).
[0] http://graphics.cs.cmu.edu/courses/15-466-f18/