Is opengl 4.4 still good
![is opengl 4.4 still good is opengl 4.4 still good](https://demo.vdocuments.mx/img/378x509/reader024/reader/2021010912/5b877f5d7f8b9a435b8b89d7/r-2.jpg)
Might be good for quick experimentation, but there are other better ways to do the same. Past version 4.4, Khronos merely incorporated a few extensions into the core profile in order to achieve feature parity with Vulkan. glBegin, glVertex, glColor, glEnd: Avoid them.Light: Knowing how light can be simulated in computer graphics is useful, but glLightfv and other fixed function light functions should be avoided.Matrixes: Knowing how they work is beneficial, but glLoadIdentity and that sort of functions are outdated and should be avoided.Vertex and fragment Shaders: Learn them.So what's "good"? Essentially anything that is in OpenGL 3.1 "core profile" (as opposed to "compatibility profile") and/or in OpenGL ES 2. For 3D programming in smartphones, OpenGL ES 2 is a must.
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If I play the good old DOS-Doom, 4:3 is good, I guess. Of course, I shall grab a new HD LCD monitor soon, then I shall see which aspect ratio is the best. In particular, OpenGL ES 2 is very popular these days, and ES 2 is mostly (but not exactly) a subset of OpenGL 2.1. In GZDoom Well, funny as it is, I still use an old Samsung CRT monitor, so 4:3 is kinda all-right for now. However, a substantial portion of OpenGL 2.1 (the good parts) are still available today with relatively minor changes.Īs such, learning some parts of OpenGL 2.1 can be beneficial. Honestly, I don't see much benefit in learning legacy functions (the "fixed function"). OpenGL can essentially be divided in two parts: "The good parts" and "Legacy functions". Learning OpenGL 2.1 is a good idea, even today, as long as you learn the "good parts".