We don’t allow questions seeking recommendations for software libraries, tutorials, tools, books, or other off-site resources. You can edit the question so it can be answered with facts and citations.
Closed 5 years ago.
由于您还没有绑定你的真实邮箱,如果其他用户或者作者回复了您的评论,将不能在第一时间通知您!
接受
或继续使用网站,即表示您同意使用 Cookies 和您的相关数据。
发布评论
评论(3)
第 31 课 gamedev.net 应该可以帮助您入门。
Lesson 31 on gamedev.net should get you started.
这是一个非常好的网站,提供 3d 引擎教程: http://www.spacesimulator.net/wiki /index.php/3d_Engine_Programming_Tutorials
Here's a pretty nice site with 3d engine tutorials: http://www.spacesimulator.net/wiki/index.php/3d_Engine_Programming_Tutorials
哇哦,你做过 C 编程吗?为了在 OpenGL 中取得任何进展(除了卡住!),您确实需要很好地了解 C,因为 OpenGL 是用 C 编写的。至少您需要了解有关指针、函数和数组的所有内容。
我还建议从 2D 对象开始,然后再转向 3D。与OpenGL实际上没有任何区别。要渲染 2D 对象,您可以按照与 3D 对象相同的方式进行渲染,但为每个对象指定相同的 z(深度)值。
尽管其中大多数已被弃用,但我建议从学习立即模式开始,逐渐转向显示列表,然后是顶点数组,最后是顶点缓冲区对象和索引缓冲区对象。这些都是 GPU 获取顶点/颜色/纹理信息的不同方法,并且它们的速度各不相同。
Woah there, have you done any C programming? In order to get anywhere (besides stuck!) in OpenGL, you really need to know C well, since OpenGL is written in C. At the very least you need to know all about pointers, functions, and arrays.
I'd also suggest getting started with 2D objects, and then going to 3D. There really isn't any difference with OpenGL. To render a 2D object, you render the same exact way as a 3D object, but you give every object the same z (depth) value.
Although most of these are deprecated, I'd suggest starting by learning Immediate Mode, moving towards Display Lists, then Vertex Arrays, and finally Vertex Buffer Objects and Index Buffer Objects. These are all different methods of how the GPU gets your vertex/color/texture information, and they all vary in speed.