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Good OpenGL Tutorials

Posted: 04.09.2004, 03:05
by Rassilon
I dont know where else to turn to but the Celestia community on this so Im begging here for help!

I have spent a friggin week looking for some decent non moron foundation class using tutorials on dot3 bumpmapping in open gl using a sphere. Now if I were to use the predefined quadric glusphere could I still map a normal map on it without having a vertex buffer predifined? I am guessing no so I need a tutorial using a sphere...Ive found TONS using MFC garbage...I am using glut which is the best I can get past the windows api...

Sorry if I offend the MFC users but its a worthless and useless and overcombersome and unintellegable unportable set of calls..I doubt even microsoft uses the garbage... I could just give in and use it and next week everything goes to linux...:P

You know I bet if I had linux loaded and did a search on Google I would find them...I think the net assumes that windows users prefer using MFC...And sadly thier right....

Rant over...I just need some pointing in the right direction...Thanks!

Posted: 08.09.2004, 03:54
by Rassilon
Ive stepped back from normal mapping as its a friggin nightmare....

I found a good forum for learning OpenGL: http://gamedev.net Ive spent the last week there learning the ins and outs of certain things in OpenGL...Ive learned that sometimes its better NOT to reivent the wheel as a learning process otherwise you could suffer irrevutable brain damage...

In any rate heres a shot of my OpenGL efforts so far...

http://celestialvisions.net/pics/prj01.jpg

Ive implemented thus far

*simple cloud shadows
*screenshots
*camera movement and rotate with mouse
*skybox
*loading and saving of tga files

I still want to implement

*dot3 bump mapping
*specular mapping
*SOAR terrain engine tresselation of a sphere (BIG project)
*animated multi texturing for better cloud shadows.
*infinate universe with no limitation on distance as in Celestia (I think I got it figured out Chris and its based on your idea of a center point def for each star defined. The camera will leave the star system and a scale will be implemented to make the appearence of distance travelled thus overcoming the light positioning problem in OpenGL( I still wonder why all other plotting systems use double except this!)

The list goes on...

Posted: 08.09.2004, 11:15
by selden
Ras',

It loos like a great start!