tag:blogger.com,1999:blog-7773532993303488759.post6283790551336678018..comments2023-04-12T08:33:48.690+02:00Comments on Icare3D Blog: OpenGL SuperBible Fifth EditionCyril Crassinhttp://www.blogger.com/profile/16474299434636795969noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-7773532993303488759.post-20354487075041770982010-11-16T09:32:10.320+01:002010-11-16T09:32:10.320+01:00Yes that's what I did with my students. I prov...Yes that's what I did with my students. I provided them with a small framework to load shaders from files and with some utility classes like a 4x4 Matrix to ease matrices manipulation on the C++ side. I also provided them with base shader skeletons depending on what part I wanted them to focus. Finally with these base utilities, it is really as easy as using old fixed functions, and it appears a lot less magical to students !Cyril Crassinhttps://www.blogger.com/profile/16474299434636795969noreply@blogger.comtag:blogger.com,1999:blog-7773532993303488759.post-87411740077742983142010-11-15T19:36:00.561+01:002010-11-15T19:36:00.561+01:00Great review, thanks. I also agree with your comm...Great review, thanks. I also agree with your comment on using shader-based OpenGL for teaching. One reason I think it is slow to catch on is a lot more code is required to get started. What do you suggest for students new to graphics? Providing them with a framework for their first assignment?Patrick Cozzihttps://www.blogger.com/profile/16648883274039420643noreply@blogger.com