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Do you guys still use the old deprecated way of using OpenGL

Posted: Sun Oct 02, 2011 10:18 pm
by davidthefat
Do you guys still use the old deprecated way of using OpenGL?

Some modern OpenGL tutorials:
http://duriansoftware.com/joe/An-intro- ... tents.html
http://www.arcsynthesis.org/gltut/

Re: Do you guys still use the old deprecated way of using Op

Posted: Mon Oct 03, 2011 5:18 am
by szdarkhack
Personally, i tend to use the lowest version that can provide the features that i need. So in very simple projects, yes, i do. When using opengl 2.0+ though i usually avoid the deprecated way, unless i just need to quickly test something.

Re: Do you guys still use the old deprecated way of using Op

Posted: Mon Oct 03, 2011 8:51 am
by Falco Girgis
Nope. Or at least not now that OpenGL ES doesn't support half of that shit.

Re: Do you guys still use the old deprecated way of using Op

Posted: Tue Oct 04, 2011 12:42 pm
by ismetteren
davidthefat wrote:Do you guys still use the old deprecated way of using OpenGL?

Some modern OpenGL tutorials:
http://duriansoftware.com/joe/An-intro- ... tents.html
http://www.arcsynthesis.org/gltut/
I haven't learned OpenGL yet, but that second link you have posted looks really nice, thanks :)

Re: Do you guys still use the old deprecated way of using Op

Posted: Tue Oct 04, 2011 5:02 pm
by LeonBlade
davidthefat wrote:Do you guys still use the old deprecated way of using OpenGL?

Some modern OpenGL tutorials:
http://duriansoftware.com/joe/An-intro- ... tents.html
http://www.arcsynthesis.org/gltut/
By depreciated do you mean using GLUT? If so, yes I do use GLUT. ;)

Re: Do you guys still use the old deprecated way of using Op

Posted: Wed Oct 05, 2011 12:41 am
by ismetteren
LeonBlade wrote:
davidthefat wrote:Do you guys still use the old deprecated way of using OpenGL?

Some modern OpenGL tutorials:
http://duriansoftware.com/joe/An-intro- ... tents.html
http://www.arcsynthesis.org/gltut/
By depreciated do you mean using GLUT? If so, yes I do use GLUT. ;)
By depreciated, I'm quite sure he means using the fixed function pipeline instead of the programmable pipeline.

Re: Do you guys still use the old deprecated way of using Op

Posted: Wed Oct 05, 2011 2:53 am
by short
I graduate next term, so before I go and do that, I decided to take graphics programming this term, it's the first term where the professor teaches the programmable pipeline, it seems like its new to him as well. It seems much more involved then the fixed function pipeline, finally make me dive in and really understand what's going on during each stage. I for one think the new pipeline will force me to understand the graphics pipeline at a much deeper level.

Re: Do you guys still use the old deprecated way of using Op

Posted: Wed Oct 05, 2011 8:38 am
by Falco Girgis
short wrote:I graduate next term, so before I go and do that, I decided to take graphics programming this term, it's the first term where the professor teaches the programmable pipeline, it seems like its new to him as well. It seems much more involved then the fixed function pipeline, finally make me dive in and really understand what's going on during each stage. I for one think the new pipeline will force me to understand the graphics pipeline at a much deeper level.
WOW.

Consider yourself lucky. Our university had one CS class on graphics, taught by the biggest piece of shit professor I've ever had in my life. Everything was immediate-mode rendering and has been deprecated for the last 5 years... we never textured a single polygon.

I made all fucking As last semester in my engineering courses and barely got out of this class with D. A fucking D in something I've been doing since I was a kid... I've never wanted to murder a professor like that in my life... </rant>

Re: Do you guys still use the old deprecated way of using Op

Posted: Wed Oct 05, 2011 10:36 am
by GroundUpEngine
Bit of both, for compatibility reasons.. ;)

Re: Do you guys still use the old deprecated way of using Op

Posted: Wed Oct 05, 2011 2:40 pm
by CC Ricers
I would still use it for debugging purposes. Drawing shapes with lines and such. If you're good with batching you can reduce the performance hit, and as a debug tool, it's not like it will show up in the final product anyways.

I took an OpenGL programming course as well, as an art class. It wasn't that bad, and it must take guts to teach us art students how to use the Linux shell and build with it while assuming that we know nothing more than HTML. Next year I saw the new students using Dev-C++ :roll:

Now my CS 107 teacher, he didn't know what he was doing. We used HTML and Javascript which isn't the bad part because it's an easy way to prototype stuff. But he took points off for not capitalizing tags and not commenting enough.

Re: Do you guys still use the old deprecated way of using Op

Posted: Thu Oct 06, 2011 5:11 pm
by xx6heartless6xx
GyroVorbis wrote:
short wrote:I graduate next term, so before I go and do that, I decided to take graphics programming this term, it's the first term where the professor teaches the programmable pipeline, it seems like its new to him as well. It seems much more involved then the fixed function pipeline, finally make me dive in and really understand what's going on during each stage. I for one think the new pipeline will force me to understand the graphics pipeline at a much deeper level.
WOW.

Consider yourself lucky. Our university had one CS class on graphics, taught by the biggest piece of shit professor I've ever had in my life. Everything was immediate-mode rendering and has been deprecated for the last 5 years... we never textured a single polygon.

I made all fucking As last semester in my engineering courses and barely got out of this class with D. A fucking D in something I've been doing since I was a kid... I've never wanted to murder a professor like that in my life... </rant>
Damn a D?? How did the other people in the class do?

Re: Do you guys still use the old deprecated way of using Op

Posted: Fri Oct 07, 2011 8:57 am
by Falco Girgis
xx6heartless6xx wrote:
GyroVorbis wrote:
short wrote:I graduate next term, so before I go and do that, I decided to take graphics programming this term, it's the first term where the professor teaches the programmable pipeline, it seems like its new to him as well. It seems much more involved then the fixed function pipeline, finally make me dive in and really understand what's going on during each stage. I for one think the new pipeline will force me to understand the graphics pipeline at a much deeper level.
WOW.

Consider yourself lucky. Our university had one CS class on graphics, taught by the biggest piece of shit professor I've ever had in my life. Everything was immediate-mode rendering and has been deprecated for the last 5 years... we never textured a single polygon.

I made all fucking As last semester in my engineering courses and barely got out of this class with D. A fucking D in something I've been doing since I was a kid... I've never wanted to murder a professor like that in my life... </rant>
Damn a D?? How did the other people in the class do?
Considerably better. This teacher had a reputation of hating engineering students...

There were a few times when I had pulled all nighters working on our lunar rover project for senior design and couldn't get the assignments done on time. The chair of engineering asked (or told his ass) to accept my assignments late twice. He graded we waaay harder and hated me ever since then. I once lost two letter grades for not using his header templates in my program comments...

Re: Do you guys still use the old deprecated way of using Op

Posted: Sat Oct 08, 2011 2:12 am
by davidthefat
I do not want to start a new thread about it, but anyone upgraded to the new C++ standard? (C++11/C++0X). It is supposedly implemented in most mainstream compilers by now, but GCC requires the -std=c++0x tag

Re: Do you guys still use the old deprecated way of using Op

Posted: Sat Oct 08, 2011 9:40 am
by Light-Dark
GyroVorbis wrote:
xx6heartless6xx wrote:
GyroVorbis wrote:
short wrote:I graduate next term, so before I go and do that, I decided to take graphics programming this term, it's the first term where the professor teaches the programmable pipeline, it seems like its new to him as well. It seems much more involved then the fixed function pipeline, finally make me dive in and really understand what's going on during each stage. I for one think the new pipeline will force me to understand the graphics pipeline at a much deeper level.
WOW.

Consider yourself lucky. Our university had one CS class on graphics, taught by the biggest piece of shit professor I've ever had in my life. Everything was immediate-mode rendering and has been deprecated for the last 5 years... we never textured a single polygon.

I made all fucking As last semester in my engineering courses and barely got out of this class with D. A fucking D in something I've been doing since I was a kid... I've never wanted to murder a professor like that in my life... </rant>
Damn a D?? How did the other people in the class do?
Considerably better. This teacher had a reputation of hating engineering students...

There were a few times when I had pulled all nighters working on our lunar rover project for senior design and couldn't get the assignments done on time. The chair of engineering asked (or told his ass) to accept my assignments late twice. He graded we waaay harder and hated me ever since then. I once lost two letter grades for not using his header templates in my program comments...
sounds like the professor has some serious problems

Re: Do you guys still use the old deprecated way of using Op

Posted: Sun Oct 09, 2011 3:27 pm
by short
My professor assigned the seventh edition of the opengl redbook as required reading for the class.

I looked and it still used the fixed function pipeline (so I didn't bother), and even in class he mentioned once that the book just isn't that good.

Amazon let's you pre-order the eight edition, but I found something I am liking much more.

I found an online book, that seems to be VERY good. It's teaching me how to program opengl 3.3 and above.

Here's the link:

http://www.arcsynthesis.org/gltut/

Take a look, I'm learning immensely from it. There's a lot different, especially with vertex and fragment shaders. It's like a whole new world :D