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    <p>I am currently learning openGL myself, but it looks like I was lucky enough to find better resources. <a href="http://duriansoftware.com/joe/An-intro-to-modern-OpenGL.-Chapter-1%3a-The-Graphics-Pipeline.html" rel="nofollow">This</a> tutorial is pretty fast paced, but covers a lot of basics. I would also mention the <a href="http://www.amzn.com/0321498828" rel="nofollow">OpenGL Superbible 5th ed.</a>, but personally it hasn't been helping me much. As far as your problems with matrices, it is probably best you get a basic understanding of linear algebra and basic 3D math before you go learning OpenGL. For that, I recommend <a href="http://www.amzn.com/1556229119" rel="nofollow">this book</a>, or the Durian Software tutorial above. </p> <p>As far as shaders go, I'm probably not the best source, but simple shader construction typically goes like this: </p> <ol> <li>Load shader into memory as a character array. </li> <li>Generate handles for your vertex shader, fragment shader, and program objects with glCreateShader()</li> <li>Bind the source code to your shader objects with glShaderSource() and glCompileShader()</li> <li>Link your vertex and and fragment shaders with glLinkProgram() then enable the final program with glUseProgram()</li> <li>Load your vertex attributes (like coordinates, texture coordinates, and normals) into a buffer with glGenBuffer() (to create handles), glBindBuffer(), and glBufferData().</li> <li>Bind your vertex attribute array buffer (again, just your collection of coordinates, normals, and other data to be processed), and use glVertexAttribPointer() to allow it to be read correctly by your shader.</li> <li>Uniforms and attributes are just a way to make your program on the CPU communicate with the shader on the GPU.</li> <li>Draw </li> </ol> <p>I'm afraid that I'm too under qualified to further explain, and basic code examples of the entire process would take up far too much, but I could offer small bits if necessary. However, the resources I linked to each come with complete examples.</p>
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