Ok I guess the GL docs on the net will do just fine for me, and I might consider buying an OpenGL book for research some day, yet after I already know how GL works (So they can’t fill my head with crap!). I’m an MCD so
I get MSDN in my mail, and the GL docs are also located in the online help of VC++. Yet those “offical” docs look a bit of “This is what OpenGL does and that’s what it is made of” instead of “Here’s how to write a 3D engine in OpenGL”. The “OpenGL Book” samples (The samples under the Book\ directory) look pretty damn small, so that’s a good thing. Even doing stuff like drawing a single Gouraud shaded triangle under D3DIM takes you thousands of lines of code, while in GL you draw a randomly rotating dynamicly gradiently textured 3D sphere with just a few function calls and setting up some math, and with full FPS and TPS calcs along with it. Yet there’s a thing I don’t get. How is it that a full-screen GL app shoots triangles at you’re screen at 700.000 TPS in Software on a P166, while it is considered slow. Yet when looking at the max FPS a PlayStation can get (300.000) or an Allegro DOS based 3D app (3000) it is considered fast? Also, when playing a game like GLDoom, the speeds are pretty cool, yet when adding some lighting and gouraud shading to that game, it runs at 1 fps in software? The same goes for Direct X asswell, RGB mode sucks in speed, and the ref rasterizer aswell, yet under RAMP it’s all good?
Mike The Spike