About how to learn API (OpenGL / Direct3D, etc.)
- For beginners
Recently, many people are asking, how should I learn OpenGL? I have finished OpenGL, how to use it? I want to answer these similar questions before talking to you how to learn the API method, maybe it is over, I don't need to answer. First of all, I think the API is a tool. It is not essential. The essence of OpenGL / Direct3D is graphics, not the OpenGL / Direct3D itself. The API itself is just some Interface. If you understand the principle of graphics. So you can easily these interfaces. The role and why there must be existence of these interfaces. So, the first thing I want to say is: You have to learn 3D programming, not learning OpenGL / Direct3D. I will even not even these APIs are not so important (although this, maybe many people don't agree). The most important, most fundamentally, you have to understand the principles of the graphics behind these APIs --- because that talent It is fundamental. Let me introduce my view to the API learning. I think there are two ways to learn: First, I'm learning. One is to study. One: I am learning, the so-called just study, It is to learn the API itself. I think this method is a brute force behavior. Not very good. We just want to see the API's characteristics, there are those parts. You can. For example, when learning Direct3D, we have to know how it initialized and combined with the operating system. It introduced VS / PS in Direct3D8. Finally, you will create a Direct3D application steps and methods. These are enough. Otherwise. Direct3D is so much function, a dozens of parameters. Every one will have my life. The second role in learning is that you are familiar with the graphics and probably understand the API, let's take a look at the details of the API, then think about some of the features provided in the API. What role is for your program. For example, TextureCombine in the Direct 3D is in the TWO Side Steencil.opengl. Two: Reverse learning. This is an fundamental method. In this step, you can really be a graphic entry. This requires you to have a certain graphics foundation. For example, you start to do a demo. You expect a bunch of dazzling effect in your demo, of course, you must understand how your dazzling effect is achieved. Then you go to the API corresponding function, I think if your idea is normal, the general function should have in Direct3D / OpenGL. Of course, you will also touch the features you want in these APIs, but this Not important, the important thing is that you have learned new things - this feature does not support ^ _ ^ in the XX API. Usually I use first forward, retrograde, and then conduct forward learning methods. I hope Suggestions, have a certain help for beginners.
Stanly Lee XheartBlue. Pan Li Liang Heart Blue 2004-3-27. MSN: XheartBlue@etang.com