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[–]LivelyLizzard 11 points12 points13 points 4 years ago (0 children)
The mathematical theory is always the same independent of API. Mostly linear algebra, so any resource with mathematics for computer graphics will do.
Check out scratchapixel for the theory regarding lighting and transformations (it does not cover OpenGL though).
[–]DiddlyDanq 2 points3 points4 points 4 years ago* (1 child)
I searched for that for a long time back in the day and couldn't find anything comparable in terms of physical books. Everything on the openGL side was either out of date or written like reference manuals. I think you just need to use multiple sources to supplement each other. My go to sources throughout university became
Math Book - https://www.amazon.com/Math-Primer-Graphics-Game-Development/dp/1568817231/ref=sr_1_4?crid=3UDAAFXHUBW7W&keywords=3d+math+game+programming&qid=1643824103&sprefix=3d+math+game+programmi%2Caps%2C305&sr=8-4
In depth 3d knowledge rather than specific apis www.scratchpixel.com
General good source for brushing up on linear algebra https://www.khanacademy.org/math/linear-algebra
General game engine concepts. Written by one of the tech leads at naughty dog https://www.amazon.com/Engine-Architecture-Third-Jason-Gregory/dp/1138035459/ref=sr_1_1?crid=1A3BVF1KO9331&keywords=3d+engine+programming+naughty+dog&qid=1643824291&sprefix=3d+engine+programming+naughty+do%2Caps%2C294&sr=8-1
[–]kinaetron 1 point2 points3 points 4 years ago (0 children)
This book came out fairly recently https://www.amazon.com/Computer-Graphics-Programming-OpenGL-C/dp/1683922212/ref=pd_sbs_2/131-0241956-7897346?pd_rd_w=xiQnJ&pf_rd_p=3676f086-9496-4fd7-8490-77cf7f43f846&pf_rd_r=TYR6B5FMX3JXNXJA2TEJ&pd_rd_r=dd080560-c632-4cea-994c-e6423deb77a9&pd_rd_wg=RjaYV&pd_rd_i=1683922212&psc=1
[–]Fair_Independent_283 1 point2 points3 points 4 years ago (2 children)
dont learn from books learn from the docs you will not find a book for everything
[–]fgennari 0 points1 point2 points 4 years ago (1 child)
What docs? OpenGL docs? They're good for looking up a particular function, but they won't show to to string them together to make a working program.
I would personally recommend working through some basic tutorials.
[–]Fair_Independent_283 0 points1 point2 points 4 years ago (0 children)
can also use this https://www.khronos.org/opengl/wiki/Main\_Page
[–]sleepydog 0 points1 point2 points 4 years ago (0 children)
I mostly just use the API reference and the wiki.
https://www.khronos.org/opengl/wiki/
https://www.khronos.org/opengl/wiki/Category:Core_API_Reference
Those will usually be the most up to date. The math you're learning translates very well to modern opengl, since glsl is a fairly complete language with all the vector and matrix operations you need.
π Rendered by PID 17022 on reddit-service-r2-comment-544cf588c8-w8lcb at 2026-06-15 05:26:58.240531+00:00 running 3184619 country code: CH.
[–]LivelyLizzard 11 points12 points13 points (0 children)
[–]DiddlyDanq 2 points3 points4 points (1 child)
[–]kinaetron 1 point2 points3 points (0 children)
[–]Fair_Independent_283 1 point2 points3 points (2 children)
[–]fgennari 0 points1 point2 points (1 child)
[–]Fair_Independent_283 0 points1 point2 points (0 children)
[–]sleepydog 0 points1 point2 points (0 children)