No need to panic! You can still create a compatibility context with OpenGL 3.2 to access your favorite functions.
But if you are serious about it, start learning core OpenGL 3.2. It may enforce a different coding paradigm but it is the fast code path, plus, allows so many more effects than plain ole 1.0.
Look at www.opengl.org for some recently posted tutorials.
Does it work on your machine, Zbuffer?
Because, I didn’t succeed to execute the projects (on either of three different configurations). Probably error in glew32.dll (rebuilt by nopper). Debugging points to
and the message “OpenGL 3.2 not supported.” Which is certainly not true on all my machines!
That’s the reason I like to skip additional libraries in the tutorials.
Nope. I ran into this last week. You want to learn “Vertex Buffer Objects” (VBO’s) to replace all the glBegin/glEnd stuff. GLSL is actually not related to this – if you are not already using “shaders” then don’t worry, it’s a separate issue.
The material available on the web is of varying quality and I won’t recommend any of it in particular (take your pick!). Because of that, I am actually working on such a tutorial right now. I will probably be posting a draft of it here in the next few days for review and criticism.
If you have access to a major library system, the 7th edition of the redbook has some stuff on VBO’s in it (oddly, it also still seems to focus on immediate mode, despite being geared to 3.0!). But the best thing I’ve found was the very first section in “More OpenGL Game Programming” (David Aster, ed.) Hopefully the rest of the book is as well written because it looks to contain some interesting stuff…more about general 3D than anything particular to do with games.
Anyway, don’t freak out, it’s not that extreme a change, it makes more sense, and it’s ultimately an easier, less ridiculous, more “powerful” way to program, I think. If you want to wait those few days, you can save a lot of time having someone who just wasted the time explain it instead And let me know what is clear, and what isn’t.