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# How to learn OpenGL! Step by step explained

**[Low Level Game Dev](https://daily.dev/sources/lowlevelgamedev)** · 7 min read · 1 upvotes · 0 comments

## Summary

A step-by-step guide for learning OpenGL in C++, structured into three stages: getting a first triangle on screen, understanding 3D rendering, and tackling advanced graphics effects. Key recommendations include using learnOpenGL.com and Jamie King's tutorial series, setting up GLFW as the window library, enabling OpenGL error reporting early, and avoiding over-abstraction due to OpenGL's heavy global state. The guide also advises starting with OpenGL before moving to Vulkan, and emphasizes learning by building projects like a simple game engine rather than reading books.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://www.youtube.com/watch?v=oithTpoAalM>

## Questions this post answers

### Should I learn OpenGL or Vulkan first for graphics programming in C++?

Start with OpenGL rather than Vulkan. OpenGL remains the easiest modern graphics API to learn and has the most and best learning resources, such as learnopengl.com and Jamie King's tutorial series. Even if the end goal is Vulkan, mastering OpenGL first is faster overall because switching to another graphics API afterward is comparatively simple.

_daily.dev surfaces graphics programming resources for developers deciding where to start with 3D APIs._

### Why does my OpenGL program show a black screen with no error message?

A black screen in OpenGL usually means the global rendering state was left in an unexpected configuration, since nearly every OpenGL call can alter that state, and by default OpenGL gives no error feedback. Enabling the debug output feature described in learnopengl.com's debugging section right after initialization surfaces these errors instead of leaving you to guess.

_Developers debugging OpenGL state issues can track practical fixes like this on daily.dev._

### Should I use heavy OOP abstractions when writing an OpenGL renderer?

No, avoid heavy abstractions early on, because OpenGL relies on global state where operations like loading a 3D model can alter the entire rendering context. Wrapping this in opaque OOP classes hides the state changes causing bugs. A better approach is writing large, tightly coupled rendering functions split into labeled regions, adding small abstractions like a shader struct only once patterns become clear through experience.

_daily.dev helps developers compare rendering architecture approaches before committing to an engine design._

## Similar posts on daily.dev

- [Software rendering in 500 lines of bare C\+\+](https://daily.dev/posts/software-rendering-in-500-lines-of-bare-c--8zxoc44yj) · Hacker News · 0 upvotes · 0 comments

---

Tags: [#c](https://daily.dev/tags/c), [#c++](https://daily.dev/tags/c++), [#graphics-programming](https://daily.dev/tags/graphics-programming)

[View this post on daily.dev](https://daily.dev/posts/how-to-learn-opengl-step-by-step-explained-wimb0aymy)

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