How to Start Learning OpenGL on LearnOpenGL.com
Updated
Start with the Getting started section and work through it in order — that is the path LearnOpenGL itself lays out for beginners. The site is written as an online book covering modern (core-profile) OpenGL, and its stated goal is to be understandable for people with no graphics programming experience while still serving as a reference later. If you already know the basics, you can jump ahead to the Review chapter or straight into Lighting and beyond, but the early chapters are where the mental model gets built.
What LearnOpenGL.com actually is
LearnOpenGL.com describes itself as an online book for learning OpenGL, teaching the basics, the intermediate, and the advanced knowledge using modern core-profile OpenGL. It positions itself against the many resources that focus on OpenGL's immediate mode (the "old" OpenGL), are incomplete, or lack proper documentation. The chapters are meant to be step-by-step with clear examples rather than dumping you into millions of details at once.
That framing matters for how you use it: it is a linear book, not a lookup wiki, so the order is part of the teaching.
The recommended starting path
The Getting started section is the entry point. Its internal order is the sequence to follow:
- OpenGL — what OpenGL is and how it fits together
- Creating a window — your first working program
- Hello Window — getting something on screen
- Hello Triangle — your first actual geometry
- Shaders — how the GPU programs that draw that triangle work
- Textures — mapping images onto geometry
- Transformations — moving, rotating, scaling
- Coordinate Systems — how 3D positions become screen pixels
- Camera — viewing the scene from a controllable viewpoint
Then the Review chapter consolidates what you covered before moving on. Do not skip it — it is the checkpoint that tells you whether the earlier material actually stuck.
Where to go after the basics
Once Getting started and Review are done, the book continues in a deliberate progression:
| Section | What it covers |
|---|---|
| Lighting | Colors, basic lighting, materials, lighting maps, light casters, multiple lights |
| Model Loading | Assimp, mesh, model |
| Advanced OpenGL | Depth testing, stencil testing, blending, face culling, framebuffers, cubemaps |
| Advanced Data / Advanced GLSL | Advanced data handling, advanced shader techniques, geometry shader, instancing, anti-aliasing |
| Advanced Lighting | Gamma correction, shadows, shadow mapping, point shadows, normal mapping, parallax mapping, HDR, bloom, deferred shading, SSAO |
| PBR | Theory, lighting, IBL (diffuse irradiance, specular IBL), in practice |
After that come Debugging, Text Rendering, and a full 2D Game Breakout walkthrough (setting up, rendering sprites, levels, collisions, particles, postprocessing, powerups, audio, render text, final thoughts), followed by guest articles and newer additions such as compute shaders, area lights, and tessellation.
Choosing your own entry point
The site's own claim is that the chapters are understandable without graphics programming experience but still interesting for experienced readers. Use that to decide:
- No graphics background → start at Getting started, chapter one, no shortcuts.
- Comfortable with programming but new to graphics → still start at Getting started; the API model is the unfamiliar part, not the code.
- Already know legacy/immediate-mode OpenGL → skim Getting started for the core-profile differences, then use Review to confirm, and move into Lighting.
- Returning after a break → read Review first, then resume where you stopped.
Practical tips for using the site
- Follow the order within a section. The chapters build on each other; jumping into Shadows without Framebuffers will cost you more time than it saves.
- Use Review as a self-test, not a skim. If a topic there feels shaky, go back to its chapter.
- Treat it as a reference later. The site explicitly aims to serve both as a learning path and as a reference for later study, so once you have been through a topic, it is fine to return to individual chapters out of order.
- The 2D Game Breakout section is the integration exercise. It pulls together rendering, collisions, particles, audio, and text — a good way to find out which earlier chapters you actually absorbed.
- Translations and a code repository are available from the site navigation if you want the source alongside the text or a different language.
The short version: begin at Getting started, go in order through Camera, pass through Review, then continue into Lighting and beyond — and only pick a later entry point if you can honestly pass the Review material first.