Texture atlases, wrapping and mip mapping Today I want to write about what is probably the single most common question that gets asked regarding greedy meshes. Specifically: How can greedy meshes be texture mapped? One naive solution might be to create a separate texture for each block type, and then do a separate pass for each of these textures. However, this would require a number of state changes proportional to O(number of chunks * number of textures).
OpenGL:Tutorials:Theory Introduction to OpenGL Theory This document serves to address the theory behind OpenGL, as several facets of OpenGL are commonly used with little knowledge of the reason, or worse yet, used without reason. Firstly, this article intends to explain what a state machine is and why OpenGL is considered as such. State Machine A state machine is a term for describing, in simplest terms, is a machine that stays in a persistent state until it receives a message that tells it to change. This is a very common and basic model of computing.
3. OpenGL 4 Matrices – Swiftless Tutorials - Game Programming and Computer Graphics Tutorials OpenGL 3.x and OpenGl 4.x have since deprecated and started removing all matrix operations as part of the OpenGL library, which I believe is a really good thing for the computer graphics community, but for beginners can make things a little difficult to get up and running at first. What this means if you are coming from the previous OpenGL tutorials, is that you can no longer use calls such as glTranslate or glRotate. Even glLoadIdentity and setting the gluPerspective is now redundant. When it comes to computer graphics in 3D, you typically have a number of matrices that make up your final scene. They are the projection matrix, model matrix and view matrix. You can also go into the texture matrix and normal matrix, etc, but for simply positioning shapes in the world I will stick with the more basic matrices.
Prep: The Graphics Pipeline In this preparation tutorial I will give an brief overview of the graphics pipeline. A basic knowledge of the steps that a graphics card performs while rendering is essential for using and understanding modern OpenGL. OpenGL is of course, a graphics rendering API. Tutorial 5 : A Textured Cube In this tutorial, you will learn : What are UV coordinates How to load textures yourself How to use them in OpenGL What is filtering and mipmapping, and how to use them How to load texture more robustly with GLFW What the alpha channel is When texturing a mesh, you need a way to tell to OpenGL which part of the image has to be used for each triangle. This is done with UV coordinates.
OpenGL Transformation Related Topics: OpenGL Pipeline, OpenGL Projection Matrix, OpenGL Matrix ClassDownload: matrixModelView.zip, matrixProjection.zip Overview Geometric data such as vertex positions and normal vectors are transformed via Vertex Operation and Primitive Assembly operation in OpenGL pipeline before raterization process. OpenGL vertex transformation
SDK: GLEW - The OpenGL Extension Wrangler Library The OpenGL Extension Wrangler Library (GLEW) is a cross-platform open-source C/C++ extension loading library. GLEW provides efficient run-time mechanisms for determining which OpenGL extensions are supported on the target platform. Download Visit the GLEW web site for the source code and precompiled binaries. Megan Fox's Blog - Game Engines 101: The Entity/Component Model The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. There are many approaches to game engine design, and this is far from the best in all cases, but it is certainly the most common overall. Welcome to the wide world of component-based entities.
OpenGL ES Pixel Shaders Tutorial Bark at the Moon.fsh! In this pixel shaders tutorial, you’ll learn how to turn your iPhone into a full-screen GPU canvas. What this means is that you’ll make a low-level, graphics-intensive app that will paint every pixel on your screen individually by combining interesting math equations.