Most resources are either too advanced, or are dedicated to general computing (GPGPU), which isn’t a problem by itself, but is less favourable when one’s main interest is graphics. In my recent twitter post I asked for some beginner-friendly graphics-oriented resources for learning compute shaders, and unfortunately there aren’t many. use compute shaders, while I’m still stuck to OpenGL 3.3!
#Is opengl 4.3 still used software#
However, they’ve become an essential part of modern rendering: all modern solutions for overdraw (visibility buffer, software rasterization), order-independent transparency (per-pixel linked lists), fast convolutions, etc. Despite this having happened 10 years ago, I’ve still never actually done anything with them. OpenGL 4.3 which appeared in 2012 introduced a new shiny thing: compute shaders. Here’s a shameless plug of what I got for one of those scope-is-too-large-for-me-to-ever-finish-it projects with my own pure C++ & OpenGL engine: Over the years, I’ve learned a lot: VBOs & VAOs, shaders, deferred shading, various optimization techniques. Immediate mode commands ( glBegin/ glEnd and friends). At the time, OpenGL 3 was still new, and most online tutorials covered the (now ancient) I started learning real-time 3D graphics as soon as I started programming – that is, about 12 years ago.