Timeline for Fixed-Function vs Shaders: Which for beginner?
Current License: CC BY-SA 3.0
13 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Jul 11, 2012 at 20:45 | answer | added | MGB | timeline score: 2 | |
| Jul 10, 2012 at 9:45 | answer | added | Oskar | timeline score: 0 | |
| Jul 9, 2012 at 7:34 | history | tweeted | twitter.com/#!/StackGameDev/status/222232257295941632 | ||
| Jul 9, 2012 at 6:20 | comment | added | 3Dave | The fixed-function pipeline has been deprecated in both OpenGL and DirectX, so I wouldn't waste your time with it. Basic shaders are pretty straightforward, and certainly no more complicated than understanding enough to get a rendering context working. | |
| Jul 9, 2012 at 4:56 | comment | added | Rob Hays | Yeah that was an awkward way of wording that. | |
| Jul 9, 2012 at 4:46 | comment | added | Nicol Bolas | "yet at the same time also makes the case that fixed-functionality provides an easier, more immediate learning curve for beginners by stating: " I'm curious. How exactly does that make that case? Because the quote clearly says, "It is generally considered easiest..." (emphasis added). As in, it may be considered true, but that doesn't mean it is true. | |
| Jul 9, 2012 at 4:46 | comment | added | notlesh | There are some similar questions to this as well... | |
| Jul 9, 2012 at 4:37 | answer | added | bobobobo | timeline score: 3 | |
| Jul 9, 2012 at 4:11 | history | edited | Rob Hays | CC BY-SA 3.0 |
somewhere unaware to somehow unaware
|
| Jul 9, 2012 at 4:05 | vote | accept | Rob Hays | ||
| Jul 9, 2012 at 3:56 | answer | added | Nathan Reed | timeline score: 30 | |
| Jul 9, 2012 at 3:29 | history | edited | Rob Hays | CC BY-SA 3.0 |
deleted 1 characters in body
|
| Jul 9, 2012 at 3:08 | history | asked | Rob Hays | CC BY-SA 3.0 |