Talk:OpenGL Programming/Scientific OpenGL Tutorial 01

= A few comments =

Here are my comments after a first real read:


 * I suggest telling the reader what base code you rely on, so (s)he can copy/paste the code and recreate the tutorial by him/herself.
 * Ok.
 * Similarly, I saw that in a few places, there is code to add, but the reader doesn't know where (global variables for instance).
 * At the end of the "Vertex buffer objects" section, we don't have the shader code yet, so it's difficult to start the exercices ;)
 * I understand that this is a tedious way to write the tutorials, and that this series has a more advanced audience that the basics series though. Maybe recommend to do the exercices by modifying the final code from the repository.


 * Possibly quickly explain GL_LINE_STRIP (vs. GL_LINE_LOOP) - the other tutorials mostly use GL_TRIANGLES and don't cover the different ways to draw lines.
 * Ok.


 * I would also recommend to link with  for portability


 * There's an extra  in the first graph code.


 * For reference, slight advantage to glMap on my hardware (Radeon HD 5450):
 * 20,000,000 points in ~1850ms for glMap
 * 20,000,000 points in ~1950ms for malloc'd array (can't allocate that much points in the stack) (transmission itself in 55ms)
 * I'm surprised that this point-by-point definition is efficient with glMap, probably the data is transferred in bulk on glUnmap in this particular case.


 * Apparently there's no glPointSize and glEnable(GL_POINT_SPRITE) in ES2 (to test) - maybe mention it when introducing these features.


 * Setting gl_PointSize = 100; in the vertex shader randomly messes up the display; with LIBGL_ALWAYS_SOFTWARE=1, it has no effect. Not sure how to use it :)

Beuc (discuss • contribs) 22:32, 11 September 2011 (UTC) Updated Beuc (discuss • contribs) 08:51, 18 September 2011 (UTC)
 * Point sprites implementation does not work on Kaby Lake GLSL ES 3.20 due to incompatibility with lowp keyword.
 * Window does not resize correctly on Kaby Lake GLSL ES 3.20.