Gold OpenGL reference
Very nice tutorial series on modern openGL programming. This will be the tutorial of choice for every beginner who asks me for openGL advice from now on. As other people said it's good to see someone completely ignoring fixed state functionality and jumping into shaders.
I can't seem to get the packages that he uses to build the projects to install properly :
I agree with the previous speakers. It is really good to have a guide which teaches a modern approach to OpenGL programming using shaders instead of depending on the deprecated fixed-function pipeline.
If you are here, then you are clearly interested in 3D graphics programming with OpenGL. There are a lot of materials, online and in book form, that you chould use. So why should you use this book instead of another?
Programmable graphics cards have been around, in one form or another, for almost 10 years. Programmability as a core features has been around in OpenGL for almost 5 years; various vendor-specific API extensions have been around even longer.
Yet despite the ubiquity of programmability in the lives of most graphics developers, using programmability is often considered advanced material. Many 3D graphics teaching materials focus on doing what they consider the easy things: using the OpenGL fixed-function pipeline.
This indeed makes it very easy to actually accomplish something. If you want to have a camera with a perspective projection over a scene of objects in a well-defined world, these tutorials can show you how. They give you an effective list of rules and API commands to execute in a particular order to achieve a certain effect. But what they are terrible at is actually imparting knowledge upon the reader.
It is easy to show someone how to use gluLookAt, gluPerspective, and other functions to make everything simply come out right. But because these functions hide the details of what is going on under the hood, what the reader is often left with is a set of rules for how to make things work: put this line of code in this place, and you get this effect.
Without the foundation of knowledge of what these functions actually are doing, the reader is effectively living in a world of copy-and-paste code. The reader can parrot code they found in a tutorial, but they don't know why it works. And if they should copy it incorrectly or use it in the wrong circumstances, they do not have the foundation of knowledge to diagnose the problem and find a solution.
Without a real body of knowledge, such persons will quickly find using the programmable functionality in OpenGL to be confusing and disorienting. Stripped of all of the convenience functionality, such persons are left to their own devices. This is doubly so, considering that while there are a lot of OpenGL tutorials and books, very few of them go into any real depth in terms of programmability.
This book is designed first and foremost to teach the reader valuable information about how graphics works. To this end, each and every tutorials will use the OpenGL Shading Language and all modern (as of OpenGL 3.3) features of the API. This makes it impossible to gloss over seemingly minor yet critical information about how various features of the language and graphics hardware actually work.