Welcome to OpenGL

The Cherno
17 Sept 201716:03

Summary

TLDRIn this introductory OpenGL video, The Cherno explains what OpenGL is—a graphics API allowing developers to access and control the GPU for rendering graphics. He clarifies misconceptions, noting OpenGL is a specification, not a library or framework, and is implemented by GPU manufacturers, not open source. The Cherno emphasizes OpenGL's simplicity and cross-platform capabilities, making it an excellent choice for learning and small projects, but not ideal for large-scale game development. The series will cover modern OpenGL, focusing on raw API usage without creating an engine, and will explore 2D and 3D graphics, shaders, lighting, and advanced rendering techniques.

Takeaways

  • 😀 The Cherno is starting an OpenGL series on graphics programming, which he's excited to cover.
  • 🔍 OpenGL is a graphics API (Application Programming Interface) that provides functions to manipulate graphics.
  • 💡 An API is a set of functions that allow for interaction with hardware, like the GPU, for drawing graphics.
  • 🚫 OpenGL itself is not a library, engine, or framework; it's a specification that defines what functions should do.
  • 📥 You don't download OpenGL; it's implemented by GPU manufacturers in their drivers, and implementations can vary.
  • 🔒 Despite its name, OpenGL is not open source, as the actual code is implemented by GPU manufacturers privately.
  • 🌐 OpenGL is cross-platform, allowing the same code to run on various operating systems like Windows, Mac, Linux, iOS, and Android.
  • 🤔 The Cherno expresses a personal preference for DirectX 11 over OpenGL for its API design, especially for game engines.
  • 📚 The series will focus on modern OpenGL, which is significantly different from legacy OpenGL, offering more control through programmable shaders.
  • 🛠️ Viewers will learn raw OpenGL without creating a game engine or framework, focusing on understanding how OpenGL works.
  • 👨‍🏫 This educational series aims to teach OpenGL in C++, emphasizing its simplicity and cross-platform capabilities for learning graphics programming.

Q & A

  • What is OpenGL and what does it stand for?

    -OpenGL stands for Open Graphics Library. It is a graphics API, which is a set of functions that can be called to perform certain tasks related to graphics, specifically allowing access to the GPU for drawing graphics.

  • Why is OpenGL considered a graphics API?

    -OpenGL is considered a graphics API because it provides a way to interact with the GPU, enabling developers to perform graphics-related tasks by calling a series of predefined functions.

  • What is the difference between OpenGL and a graphics library or engine?

    -OpenGL is not a library or an engine. It is a specification that defines a set of functions for graphics operations. An implementation of OpenGL is provided by GPU manufacturers, not by the OpenGL specification itself.

  • Why can't you download OpenGL like a regular software application?

    -You can't download OpenGL because it is not an application or a library with code. It is a specification, and the actual implementation is provided by GPU manufacturers in the form of drivers.

  • Is OpenGL open source?

    -No, OpenGL is not open source. The term 'open' in OpenGL does not refer to open source; it refers to the fact that it is a publicly available specification. The implementations by GPU manufacturers are typically not open source.

  • What is the main advantage of OpenGL being cross-platform?

    -The main advantage of OpenGL being cross-platform is that the same OpenGL code can run on different operating systems like Windows, Mac, Linux, iOS, and Android, making it easier to develop applications that work across multiple platforms.

  • What is the difference between legacy OpenGL and modern OpenGL?

    -The main difference between legacy and modern OpenGL is the use of shaders. Modern OpenGL provides more control over the GPU through programmable shaders, while legacy OpenGL relied on a set of presets for graphics rendering.

  • Why is the speaker not the biggest fan of OpenGL?

    -The speaker is not the biggest fan of OpenGL because they find it less efficient and more complex compared to other APIs like DirectX 11. They also mention that OpenGL's cross-platform nature can sometimes lead to inconsistencies and bugs across different platforms.

  • What will the upcoming video series focus on?

    -The upcoming video series will focus on teaching modern OpenGL, covering how it works and how to achieve various graphics tasks using raw OpenGL code without creating a game engine or framework.

  • What topics will be covered in the OpenGL video series?

    -The series will cover a wide range of topics including 2D and 3D graphics, lighting, shadows, deferred rendering, physically based rendering, post-processing effects like bloom and sprays, ambient occlusion, and screen space reflections.

  • Why is C++ chosen as the programming language for the OpenGL series?

    -C++ is chosen for the OpenGL series because the speaker believes it is the best language for graphics programming, offering the necessary control and performance for working with OpenGL.

Outlines

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Keywords

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Transcripts

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OpenGLGraphics APIGPUCross-PlatformGame DevelopmentAPI DesignShaders2D Graphics3D RenderingProgramming Tutorial
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