I Am Graphics and So Can You
Actually disagreeing with the author here: As someone who did a bit of OpenGL&#x2F;GLSL in their spare time building a game engine, I think it&#x27;s not that arcane. You will have to come across the basic rendering pipeline pretty quickly if you look around a bit and don&#x27;t just drone along with the tutorials, and from then on out it&#x27;s pretty obvious what you load all those buffers for and how the shaders work in which order throughout the pipeline. (that being said, early openGL with separate state machine calls for each vertex were a little weird, and the current implementation is much closer to the underlying functionality)