Introducing OpenGL-ES Crash Tutorials

A while ago, I wrote a few, concise tutorials for the Panda3d library (check http://oogtech.wordpress.com). I tried a direct, explain-the-minimum-clearly-and-ignore-the-rest approach which seemed reasonably successful for programmers that want to be productive as fast as possible.

I assume that (like me) you want to be productive with GL first, leaving obscure details for later. Where I feel some would benefit more explanations, I try to link these explanations or keep them at the bottom of each article.

Information technology is cluttered with bloated standards, APIs and manuals. Parts of computer science deserve digging into. Most APIs and standards are just human contraptions. APIs are volatile. We learn a library today, and find ourselves working in a completely different area, or even face the need to learn more and more to avoid getting out of the game.

Studying DNA, going out for a beer, playing chess or attending a football match – these are worthy activities. Wasting too much time learning monotonous variations over synthetic patterns developed around artificial languages, that is not a worthy activity. Getting up to speed quickly with new and fashionable or established technologies, that may be a profitable activity.

I hope you enjoy reading these tutorials even more than I enjoy writing them.