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kraasch committed Feb 16, 2024
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Expand Up @@ -252,7 +252,7 @@ scene such that all objects are withing this direction but it would not be very
convenient. So instead, we'll use a view matrix that will map the the world
space to camera space. This is pretty much as if we were orienting the camera
at a given position and look toward a given direction. In the meantime, we can
further refine the whole pipeline by providing a model matrix that will maps
further refine the whole pipeline by providing a model matrix that will map
the object's local coordinate space into world space. For example, this will be
useful for rotating an object around its center. To sum up, we need:

Expand All @@ -273,19 +273,20 @@ and not the fixed one.
An intro to modern OpenGL
-------------------------

OpenGL has been around a long time, and from reading all the accumulated layers
OpenGL has been around a long time and from reading all the accumulated layers
of documentation out there on the Internet, it's not always clear what parts
are historic and what parts are still useful and supported on modern graphics
hardware. It's about time for a new OpenGL `introduction that
hardware. It's about time for a `new OpenGL introduction
<http://duriansoftware.com/joe/An-intro-to-modern-OpenGL.-Table-of-Contents.html>`_
walks through the parts that are still relevant today.
that walks through the parts that are still relevant today.


Learning Modern 3D Graphics Programming
---------------------------------------

This `book <https://paroj.github.io/gltut/>`_ is intended to teach you how
to be a graphics programmer. It is not aimed at any particular graphics field;
The book `Learning Modern 3D Graphics Programming <https://paroj.github.io/gltut/>`_
by Jason L. McKesson is intended to teach you how to be a graphics programmer.
It is not aimed at any particular graphics field;
it is designed to cover most of the basics of 3D rendering. So if you want to
be a game developer, a CAD program designer, do some computer visualization, or
any number of things, this book can still be an asset for you. This does not
Expand All @@ -301,5 +302,5 @@ OpenGL ES 2.0 documentation
the OpenGL 2.0 specification and emphasizes a programmable 3D graphics pipeline
with the ability to create shader and program objects and the ability to write
vertex and fragment shaders in the OpenGL ES Shading Language. VisPy is based
on OpenGL ES 2.0 because it give access to the programmable pipeline while
on OpenGL ES 2.0 because it gives access to the programmable pipeline while
keeping overall complexity tractable.

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