Conference Guide

Learn OpenGL
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0:00Abner Coimbre: Welcome to Handmade Seattle
0:00Abner Coimbre: Welcome to Handmade Seattle
0:00Abner Coimbre: Welcome to Handmade Seattle
0:02Joey de Vries: Thank you for having me
0:02Joey de Vries: Thank you for having me
0:02Joey de Vries: Thank you for having me
0:19AC: How much knowledge of graphics programming did you have before Learn OpenGL?
0:19AC: How much knowledge of graphics programming did you have before Learn OpenGL?
0:19AC: How much knowledge of graphics programming did you have before Learn OpenGL?
0:32JdV: No professional graphics experience
0:32JdV: No professional graphics experience
0:32JdV: No professional graphics experience
2:30AC: This is so different from the image people have of you
2:30AC: This is so different from the image people have of you
2:30AC: This is so different from the image people have of you
2:56JdV: Being asked for advice getting into the industry
2:56JdV: Being asked for advice getting into the industry
2:56JdV: Being asked for advice getting into the industry
3:42AC: Did you always have a love for teaching?
3:42AC: Did you always have a love for teaching?
3:42AC: Did you always have a love for teaching?
3:50JdV: Teaching as a rewarding part of someone's development
3:50JdV: Teaching as a rewarding part of someone's development
3:50JdV: Teaching as a rewarding part of someone's development
4:56AC: Which part of the graphics pipeline was most challenging to teach?
4:56AC: Which part of the graphics pipeline was most challenging to teach?
4:56AC: Which part of the graphics pipeline was most challenging to teach?
6:31JdV: Teaching coordinate spaces1
6:31JdV: Teaching coordinate spaces1
6:31JdV: Teaching coordinate spaces1
7:47AC: So you also need to teach matrix mathematics?
7:47AC: So you also need to teach matrix mathematics?
7:47AC: So you also need to teach matrix mathematics?
8:03JdV: Teaching matrix mathematics, and camera transforms2
8:03JdV: Teaching matrix mathematics, and camera transforms2
8:03JdV: Teaching matrix mathematics, and camera transforms2
9:17AC: I wonder why Vertex Attribute Objects (VAO) are so confusing
9:17AC: I wonder why Vertex Attribute Objects (VAO) are so confusing
9:17AC: I wonder why Vertex Attribute Objects (VAO) are so confusing
10:16JdV: We don't know exactly when the VAO state changes
10:16JdV: We don't know exactly when the VAO state changes
10:16JdV: We don't know exactly when the VAO state changes
11:25AC: How many questions are attributed to driver bugs?
11:25AC: How many questions are attributed to driver bugs?
11:25AC: How many questions are attributed to driver bugs?
12:44JdV: Test assignment for Guerrilla Games: AMD vs NVidia
12:44JdV: Test assignment for Guerrilla Games: AMD vs NVidia
12:44JdV: Test assignment for Guerrilla Games: AMD vs NVidia
13:43JdV: OpenGL's stability vs device / platform differences
13:43JdV: OpenGL's stability vs device / platform differences
13:43JdV: OpenGL's stability vs device / platform differences
15:29AC: Have you experienced driver issues with shader-ingest?
15:29AC: Have you experienced driver issues with shader-ingest?
15:29AC: Have you experienced driver issues with shader-ingest?
16:48JdV: No driver bugs, but issues passing a struct around3
16:48JdV: No driver bugs, but issues passing a struct around3
16:48JdV: No driver bugs, but issues passing a struct around3
18:06AC: Do you still recommend OpenGL in 2020?
18:06AC: Do you still recommend OpenGL in 2020?
18:06AC: Do you still recommend OpenGL in 2020?
18:36JdV: OpenGL's approachability
18:36JdV: OpenGL's approachability
18:36JdV: OpenGL's approachability
21:50AC: What's your sense of the industry's relationship with beginner graphics programmers?
21:50AC: What's your sense of the industry's relationship with beginner graphics programmers?
21:50AC: What's your sense of the industry's relationship with beginner graphics programmers?
23:45JdV: Vulkan or DirectX as the endgame, with OpenGL a stepping stone
23:45JdV: Vulkan or DirectX as the endgame, with OpenGL a stepping stone
23:45JdV: Vulkan or DirectX as the endgame, with OpenGL a stepping stone
26:05AC: What have you done lately on Learn OpenGL?
26:05AC: What have you done lately on Learn OpenGL?
26:05AC: What have you done lately on Learn OpenGL?
26:12JdV: Learn OpenGL's Guest Article system
26:12JdV: Learn OpenGL's Guest Article system
26:12JdV: Learn OpenGL's Guest Article system
28:23AC: How do people help out Learn OpenGL?
28:23AC: How do people help out Learn OpenGL?
28:23AC: How do people help out Learn OpenGL?
28:41JdV: The Learn OpenGL book4 and Learn Vulkan5
28:41JdV: The Learn OpenGL book4 and Learn Vulkan5
28:41JdV: The Learn OpenGL book4 and Learn Vulkan5
30:18AC: Let's take a break before questions
30:18AC: Let's take a break before questions
30:18AC: Let's take a break before questions
31:07JdV: Thanks for everyone's comments
31:07JdV: Thanks for everyone's comments
31:07JdV: Thanks for everyone's comments
31:19allen4th Q: What features or factors of a tutorial do you look at when you're trying to determine if a tutorial is "good"? What do you iterate on in tutorials?
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31:19allen4th Q: What features or factors of a tutorial do you look at when you're trying to determine if a tutorial is "good"? What do you iterate on in tutorials?
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31:19allen4th Q: What features or factors of a tutorial do you look at when you're trying to determine if a tutorial is "good"? What do you iterate on in tutorials?
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31:29JdV: Teaching philosophy: Publish the full source code
31:29JdV: Teaching philosophy: Publish the full source code
31:29JdV: Teaching philosophy: Publish the full source code
32:20JdV: Teaching philosophy: Keep things super simple
32:20JdV: Teaching philosophy: Keep things super simple
32:20JdV: Teaching philosophy: Keep things super simple
33:09ruba Q: Do you work as a graphics programmer now and, if so, how do you find your OpenGL tutorials hold up? Have you had to do corrections or modify it for real-world / professional OpenGL programming?
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33:09ruba Q: Do you work as a graphics programmer now and, if so, how do you find your OpenGL tutorials hold up? Have you had to do corrections or modify it for real-world / professional OpenGL programming?
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33:09ruba Q: Do you work as a graphics programmer now and, if so, how do you find your OpenGL tutorials hold up? Have you had to do corrections or modify it for real-world / professional OpenGL programming?
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33:20JdV: Working as a WebGL developer and with Unreal and Unity
33:20JdV: Working as a WebGL developer and with Unreal and Unity
33:20JdV: Working as a WebGL developer and with Unreal and Unity
34:35timrex Regarding OpenGL vs Vulkan etc. Assume I know both Vulkan + OpenGL to a basic enough level. Do you think that, even if I were reasonably competent in Vulkan, does it make sense to prototype / iterate ideas in OpenGL first, and then port it to Vulkan?
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34:35timrex Regarding OpenGL vs Vulkan etc. Assume I know both Vulkan + OpenGL to a basic enough level. Do you think that, even if I were reasonably competent in Vulkan, does it make sense to prototype / iterate ideas in OpenGL first, and then port it to Vulkan?
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34:35timrex Regarding OpenGL vs Vulkan etc. Assume I know both Vulkan + OpenGL to a basic enough level. Do you think that, even if I were reasonably competent in Vulkan, does it make sense to prototype / iterate ideas in OpenGL first, and then port it to Vulkan?
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34:51JdV: With an OpenGL wrapper, prototyping in Vulkan may be just as easy
34:51JdV: With an OpenGL wrapper, prototyping in Vulkan may be just as easy
34:51JdV: With an OpenGL wrapper, prototyping in Vulkan may be just as easy
35:34iradicator I know you're working on learn Vulkan. But any thoughts about "Learn Modern GL", which will include azdo, bindless, etc and other advanced GL stuff to get more aligned with Vulkan mindset without actually using Vulkan?
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35:34iradicator I know you're working on learn Vulkan. But any thoughts about "Learn Modern GL", which will include azdo, bindless, etc and other advanced GL stuff to get more aligned with Vulkan mindset without actually using Vulkan?
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35:34iradicator I know you're working on learn Vulkan. But any thoughts about "Learn Modern GL", which will include azdo, bindless, etc and other advanced GL stuff to get more aligned with Vulkan mindset without actually using Vulkan?
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35:50JdV: No plans for a "Learn Modern GL"
35:50JdV: No plans for a "Learn Modern GL"
35:50JdV: No plans for a "Learn Modern GL"
36:38whiitehead You mentioned your teaching guidelines. Are you able to expand on that?
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36:38whiitehead You mentioned your teaching guidelines. Are you able to expand on that?
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36:38whiitehead You mentioned your teaching guidelines. Are you able to expand on that?
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36:48drew Thanks for the great OpenGL site. It is how I got started
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36:48drew Thanks for the great OpenGL site. It is how I got started
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36:48drew Thanks for the great OpenGL site. It is how I got started
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36:56stefano Where do mesh shaders fit into the future of shading? Can / will the mesh shader pipeline become the standard any time soon?
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36:56stefano Where do mesh shaders fit into the future of shading? Can / will the mesh shader pipeline become the standard any time soon?
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36:56stefano Where do mesh shaders fit into the future of shading? Can / will the mesh shader pipeline become the standard any time soon?
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37:21nexo Doing some research trying to understand Vulkan in detail nowadays. Do you need any help in working on Learn Vulkan?
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37:21nexo Doing some research trying to understand Vulkan in detail nowadays. Do you need any help in working on Learn Vulkan?
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37:21nexo Doing some research trying to understand Vulkan in detail nowadays. Do you need any help in working on Learn Vulkan?
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37:45iradicator I think it's cool that you're opening up as a platform to share knowledge as a reliable place folks can learn from. There are lots of mistakes / outdated material out there and it's hard for an intermediate / advanced programmers to find good resources. Can you share the quality bar / standards for posting in Learn OpenGL about specific topics? I feel like there are lots of modern things missing (ssr, motionblur, etc) that folks can fill in. That way, folks can start to adjust their examples to meet your bar
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37:45iradicator I think it's cool that you're opening up as a platform to share knowledge as a reliable place folks can learn from. There are lots of mistakes / outdated material out there and it's hard for an intermediate / advanced programmers to find good resources. Can you share the quality bar / standards for posting in Learn OpenGL about specific topics? I feel like there are lots of modern things missing (ssr, motionblur, etc) that folks can fill in. That way, folks can start to adjust their examples to meet your bar
🗪
37:45iradicator I think it's cool that you're opening up as a platform to share knowledge as a reliable place folks can learn from. There are lots of mistakes / outdated material out there and it's hard for an intermediate / advanced programmers to find good resources. Can you share the quality bar / standards for posting in Learn OpenGL about specific topics? I feel like there are lots of modern things missing (ssr, motionblur, etc) that folks can fill in. That way, folks can start to adjust their examples to meet your bar
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38:13JdV: Style Guide to come
38:13JdV: Style Guide to come
38:13JdV: Style Guide to come
38:54eternalStudent I just recently started using OpenGL and your website was incredibly useful, although I wanted to avoid using libraries, so it took me a while longer to understand how to initialize OpenGL from windows API. Do you have any tips regarding avoiding these libraries?
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38:54eternalStudent I just recently started using OpenGL and your website was incredibly useful, although I wanted to avoid using libraries, so it took me a while longer to understand how to initialize OpenGL from windows API. Do you have any tips regarding avoiding these libraries?
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38:54eternalStudent I just recently started using OpenGL and your website was incredibly useful, although I wanted to avoid using libraries, so it took me a while longer to understand how to initialize OpenGL from windows API. Do you have any tips regarding avoiding these libraries?
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39:11JdV: Recommend Casey Muratori's Handmade Hero6 for avoiding libraries
39:11JdV: Recommend Casey Muratori's Handmade Hero6 for avoiding libraries
39:11JdV: Recommend Casey Muratori's Handmade Hero6 for avoiding libraries
40:09reductum Do you have advice on dealing with WebGL inconsistencies between different combinations of browser / OS?
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40:09reductum Do you have advice on dealing with WebGL inconsistencies between different combinations of browser / OS?
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40:09reductum Do you have advice on dealing with WebGL inconsistencies between different combinations of browser / OS?
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40:18JdV: Cross-platform support
40:18JdV: Cross-platform support
40:18JdV: Cross-platform support
41:30AC: We have about five more minutes
41:30AC: We have about five more minutes
41:30AC: We have about five more minutes
41:52skytrias What do you think about video related learning material? Will they ever be as good as written down tutorials, at least for programming related material?
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41:52skytrias What do you think about video related learning material? Will they ever be as good as written down tutorials, at least for programming related material?
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41:52skytrias What do you think about video related learning material? Will they ever be as good as written down tutorials, at least for programming related material?
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42:01JdV: Learning media: videos and text
42:01JdV: Learning media: videos and text
42:01JdV: Learning media: videos and text
42:38ilia.demianenko Building on Amin Mesbah's question, is there a good way of discovering what the inconsistencies are?
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42:38ilia.demianenko Building on Amin Mesbah's question, is there a good way of discovering what the inconsistencies are?
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42:38ilia.demianenko Building on Amin Mesbah's question, is there a good way of discovering what the inconsistencies are?
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42:45JdV: Feature support in WebGL
42:45JdV: Feature support in WebGL
42:45JdV: Feature support in WebGL
43:03bitnenfer Hi Joey de Vries, knowing you work on WebGL, what are your thoughts on WebGPU?
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43:03bitnenfer Hi Joey de Vries, knowing you work on WebGL, what are your thoughts on WebGPU?
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43:03bitnenfer Hi Joey de Vries, knowing you work on WebGL, what are your thoughts on WebGPU?
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43:30technicbeam Have you considered how you would create your own graphics API?
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43:30technicbeam Have you considered how you would create your own graphics API?
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43:30technicbeam Have you considered how you would create your own graphics API?
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44:04AC: Thank you for being here
44:04AC: Thank you for being here
44:04AC: Thank you for being here
44:09JdV: I feel honoured
44:09JdV: I feel honoured
44:09JdV: I feel honoured
44:25AC: Dispel the idea that low-level people should not make websites
44:25AC: Dispel the idea that low-level people should not make websites
44:25AC: Dispel the idea that low-level people should not make websites
45:03JdV: Thanks, it's been a lot of fun
45:03JdV: Thanks, it's been a lot of fun
45:03JdV: Thanks, it's been a lot of fun