Re: starting a new thread with clearer question about openGL
Re: starting a new thread with clearer question about openGL
- Subject: Re: starting a new thread with clearer question about openGL
- From: Gargi <email@hidden>
- Date: Wed, 4 Oct 2006 18:03:39 -0700
---------- Forwarded message ----------
From: Gargi <email@hidden>
Date: Oct 4, 2006 5:50 PM
Subject: Re: starting a new thread with clearer question about openGL
To: Ludovic Nicolle <email@hidden>
thanks a lot, Ludo.
THAT really did help.
Now atleast where to strt from.
I am sorry if I apeared rude, but it was the frustration bursting at the seams!
I really did not expect quick responses... definiely not as quick as these.
Will post a more specific and useful question next time onwards.
thanks again.
Gargi
On 10/4/06,
Ludovic Nicolle <
email@hidden> wrote:One issue most people on the list have with your question is that we
don't know your background.
Have you ever done any programming?
Have you ever done any programming in C/C++/obj-C?
Have you ever done any programming on the Mac?
Have you ever done any programming on MacOS X?
What do you know about Cocoa? (you answered that one, pretty much
nothing)
Have you some experience using XCode? (again, pretty much none)
Some of those questions might be trivial to practically everyone
reading the list, so they might not answer in a meaningful way to
you. Tell us your background, what you know or are comfortable with,
that helps a lot when answering you. The small paragrpah you put at
the end of this second thread actually helps us figure where you come
from.
Now the real problem is that you are trying to jump ahead of
yourself. Even a little OpenGL program can be using complicated OS
components, like windows, menus, events, etc. A sample XCode project
can be a complicated piece to master at first.
So my first advice: dont get discouraged by this. Somewhere in the
back of my memory I remember being in that void of "how the hell does
that work at all?" questioning. It is hard. Well it was harder back
then because there was no such thing as Google, email or mail
archives for me, and no i am not that old! ;-) ) If you really have
motivation, you'll learn it piecemeal, little tidbits here and there,
despite the frustration you'll encounter sometimes.
Second advice: start with a non openGL tutorial. Create a new
application in Xcode, say in Cocoa, and play with the project, the
source files, the nib files, and try to make something. Read the code
and figure it out. Once you have done that, going back to openGL or
anything else will make more sense.
Based on the sample code you pasted in your question, you might not
know what a header file is, and many other very basic concepts.
things like:
InitializeAWindowPlease()
UpdateTheWindowAndCheckForEvents()
they simply dont exist. Those are just demo code to show you how to
start, but there are no preexisting functions that do that all in one
line. That's why apple sample code, with or without OpenGL in it, is
useful and will let you learn little bits at a time. Try to find a
piece that lets you download a working project on apple web site,
build it and run it. Have you ever run a debugger?
I know this is a long answer and not a step-by-step tutorial as you
wanted, but that might not exist anywhere in a form you want. So
learning by looking at a simple existing project is something you
should start with.
Good luck, and dont be scared to ask on the mailing list again. As
long as you stay polite, most people will be helpful.
Ludo
On 4-Oct-06, at 5:00 PM, Gargi wrote:
>
> ok guys, let me get more clear. I have NO IDEA where to type
> somethng like:-
>
> #include <whateverYouNeed.h>
> main() {
> InitializeAWindowPlease();
> glClearColor ( 0.0, 0.0, 0.0, 0.0);
> glClear (GL_COLOR_BUFFER_BIT);
> glColor3f (1.0
, 1.0, 1.0);
> glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
> glBegin(GL_POLYGON);
> glVertex3f (0.25, 0.25, 0.0);
> glVertex3f (0.75, 0.25, 0.0);
> glVertex3f (0.75, 0.75
,
0.0);
> glVertex3f (0.25, 0.75, 0.0);
> glEnd();
> glFlush();
> UpdateTheWindowAndCheckForEvents();
> }
>
>
> I could not figure out much from the "examples" (in developr/
> examples) if that is what you mean by sample code.
> I also have no idea wht Cocoa is (and have been trying since to
> learn how to "edit project files" from
http://developer.apple.com/
> documentation/DeveloperTools/Conceptual/XcodeQuickTour/index.html
> with certain glitches!!!!)
>
>
> Just answer the basic questions:-
>
> 1. where do i find real samples with absolute step by step guide
> teaching me how to run stuff (like where to run the code shown
> above)? More definite web links shall be appreciated
>
> 2. HOW does cocoa fit into all tis?
>
> thanks for the quick response, guys!
>
>
>
>
>
>
> On 10/4/06, David A Rowland < email@hidden
> wrote:At 4:36
> PM -0700 10/4/06, Gargi wrote:
> >Hi,
> >I am new to OpenGL as well as Mac OS.
> >I want to learn OpenGL and I have been reading about it.
> >
>
> I did some OpenGL last year, and I found this book very helpful:
>
> OpenGL - A Primer, by Edward Angel.
>
>
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