There is no sense in which it could be considered "outdated". The red book is called the "The Official Guide to Learning OpenGL" because it is written by members of the OGL ARB which works with Nvidia and ATI to maintain a reasonable common standard. So their "outdated" opinions remain current, lol. And "whoever" does that kind of thing here, there, and everywhere all the time. I'm not saying this to be mean, or to argue, but because it is you that will suffer the consequences of thoughtlessly absorbing casual, and factually inaccurate, statements made by whoever on some old blog or forum post. I know that many people will throw information at you, but WRT programming: you do need to do at least a little bit of your own research before you blindly accept and regurgitate those opinions. outdated: In what sense? The 7th edition is < 2 years old, and apparently the 8th edition is now ready for order but not yet released. I don't really like how the book organizes the tutorials/ when it teaches what, so i'm thinking i should try out the RedBook even if it's rather outdated. For example: NeHe Productions: OpenGL Lesson #10 The NeHe tutorials are quite good, I suggest you at least take a look at them. If this sounds unfamiliar to you, definitely read up on OpenGL's transformations. But because of the order in which OpenGL multiplies matrices you'd actually write glTranslate() first and then glRotate(). Logically you would glRotate() first and then glTranslate() - otherwise you'd be rotating an object far from the origin and it wouldn't end up at 3, 4, 5. Also remember that the matrices will be applied in the opposite order that you think they will be! Say for example you want a rotated cube at position 3, 4, 5. glLoadIdentity() will reset everything, which may be useful.
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When drawing multiple objects, remember to push and pop matrices whenever you're switching objects or whenever you deem it necessary.
#OPENGL 4.5 BOOK HOW TO#
If you just want to display a few objects you can let OpenGL figure out how to do it.
![opengl 4.5 book opengl 4.5 book](https://i.ytimg.com/vi/HusvGeEDU_U/maxresdefault.jpg)
They're generally used to do special lighting effects, maybe reflections or bloom or bump-mapping. A shader gives you precise control over how the vertices of an object are rendered, and how each pixel in the framebuffer will be drawn. You don't need to use shaders to simply render multiple shapes.