benretan wrote:
I was lucky enough to study directly under Richard Wright who is the author of the OpenGL Superbible.
That is awesome, I have that book. It's very good, but I found a lot of mistakes -- one I remember in particular was a function prototype was incorrect and the description for it was for a different function.
I took two courses at college, they were in OpenGL but focused heavily on the math aspect. The math is
much more involved than you would expect when you first start, even for basic things like moving the camera.
Here are some resources I used, but keep in mind I'm not too fantastic with GL (the SDL example I released with wiiuse was a hackjob, I'm a little better than that, heh):
For learning OpenGL, I found the following helpful:
Eventually you'll want to put some of that to use and make something neat looking (like this awesome contraption game). I was always a fan of ID so I tried doing some work with the Quake III stuff.
I made a Quake III model animation renderer (screenshot here, nothing too fancy but it was fun) and a basic Quake III map renderer which used these resources:
Quake III seemed fairly simple (except the documentation was a bit lacking at places, especially aligning the model's body properly) and might be a good place to start if you're interested in going in that direction.
You're going to need textures if you're doing 3D, and unless you use something like the SDL (and I recommend learning the SDL because it's damn nice) you're going to need to load image data yourself. The targa format is straight forward and pretty easy to implement. You probably want to write a system to cache textures so you don't have to load them multiple times too.
I really recommend reading through those lecture notes as well as the RedBook and Superbible. All three of those in combination should give you a great start. The math is really important so don't blow that off while you're going through the basics or you'll have to go back and redo a lot of what you already did.
You'll probably want to learn the SDL or GLUT too. OpenGL does what you want, but setting up a window in OpenGL is kind of rough. A toolkit will let you setup and manage OpenGL windows (creating the window, keystrokes, mouse movements, etc) much more easily. GLUT is pretty easy to use. SDL may be a little harder but I really think it's worth it just to start off with that. The SDL website has a wiki with all the info you need. Also NeHe has tutorials in both GLUT and SDL so you can either work off of those or use them to compare the differences.
Hope something here helps.
This post was way longer than I thought it was going to be, sorry.