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Author Topic: [OpenGL/SFML] A sample room..  (Read 3379 times)

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Zeneus

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[OpenGL/SFML] A sample room..
« on: August 15, 2012, 11:33:54 am »
Well hello there!
I've managed to create a window of my own using OpenGL and SFML (and obviously C++..), and display some freaking awesome colourful triangles on it (I know.. it made me cry when i saw the result :D )!
But the thing is that i need to set up a little room for an under-development game i have (you can't even say "under-development" :P ).. But I can't get it to work.. any suggestions or a sample source? maybe a guide/tutorial?
I would love to see the community going wild on OpenGL :) Thanks in advance!

Best regards,
~Zeneus
 
EDIT:: Forgot to say that I gave a shot to NeHe tutorials for my boost! If anyone is in need of this stuff click here
« Last Edit: August 15, 2012, 11:37:22 am by Zeneus »

eXpl0it3r

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Re: [OpenGL/SFML] A sample room..
« Reply #1 on: August 15, 2012, 02:40:48 pm »
What do you vision under the term 'Sampel Room'? SFML is only a way to create the context and all the rest is OpenGL magic, which I don't think is the main goal of this forum. If you've questions regarding OpenGL with SFML we'll be happy to help, if your looking for general answers to OpenGL, then there are probably better sources. If you're asking for such sources, then make your question obvious. ;)
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lrx

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Re: [OpenGL/SFML] A sample room..
« Reply #2 on: August 15, 2012, 07:43:08 pm »
I'd suggest you reading some OpenGL tutorials that are NOT NeHes :) As far as I know NeHe is so out of date, it's not even funny. The ones I did look at (alhough never really got into it) are:
All systems, OpenGl 3.3+
Linux, OpenGl 3.3+ altough since its OpenGl it doesn't really make difference, just how you create window/build/prepare project

They cover slightly different material after basics

CrazyBillyO

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Re: [OpenGL/SFML] A sample room..
« Reply #3 on: August 15, 2012, 08:19:32 pm »
In addition to those tutorials, I'd also suggest http://www.arcsynthesis.org/gltut/.  I've found it to contain some good content, and it's more up-to-date.  In general, avoid tutorials, etc. that use the fixed-function pipeline and deprecated OpenGL features.