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Tutorials for OpenGL 3.3 and later

Tutorials for OpenGL 3.3 and later

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. It provides functions for you as a programmer to generate primitives (triangles, points etc.) by specifying the vertices that make them. There are a few steps though between supplying the raw vertex data, and the framebuffer being displayed and this is called the rendering pipeline. Step 1. - Per-vertex Operations In this stage the vertices that are sent to OpenGL are normally transformed through the model-view-projection matrix into screen coordinates. Step 2 - Clipping and culling Primitives are clipped to the screen and faces that are marked for culling (e.g. backface culling) are culled before rasterization. Step 3 - Rasterization The vertices are formed into primitives and rasterized (filled in). Step 5 - Framebuffer

Getting Started So you want to take advantage of the power of the OpenGL API? If you are visiting this page because a game or software uses the OpenGL API, you need to install the appropriate graphic driver which enables usage of the functionality provided. To program using the OpenGL API, you need the driver and the development package (depends on platform and programming language). This Wiki maintains a FAQ page for OpenGL. Downloading OpenGL In all three major desktop platforms (Linux, MacOS X, and Windows), OpenGL more or less comes with the system. Windows Appropriate Windows driver websites: Some sites also distribute beta versions of graphics drivers, which may give you access to bug fixes or new functionality before an official driver release from the manufacturer: Guru3D Without drivers, you will default to a software version of OpenGL 1.1 (on Win98, ME, and 2000), a Direct3D wrapper that supports OpenGL 1.1 (WinXP), or a Direct3D wrapper that supports OpenGL 1.1 (Windows Vista and Windows 7).

Learn OpenGL, extensive tutorial resource for learning Modern OpenGL 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. First, let's address the way most people fresh out of Data Structures, CS 101, etc think of game objects: class Engine { int numberOfCylinders; .... } class Car : Public Engine { bool hasComfySeats; bool numSeats; ... } ... which is, in a word - bad. Let's take a peak at why. So we stop just short of hanging ourselves, back out, and realize that that route is unsupportable. Thus - enter components. class Entity { void AttachComponent(ComponentType, argumentList, name) void DetachComponent(name) void UpdateComponents() void UpdateComponentType(ComponentType typeOfComponentToUpdate) class BaseComponent { Done.

An intro to modern OpenGL. Chapter 1: The Graphics Pipeline An intro to modern OpenGL. Chapter 1: The Graphics Pipeline updated April 5, 2010 17:12:05 PDT Table of Contents | Chapter 2 » OpenGL has been around a long time, and from reading all the accumulated layers of documentation out there on the Internet, it's not always clear what parts are historic and what parts are still useful and supported on modern graphics hardware. Update: Join the Reddit discussion. What is OpenGL? Another recent development has been the adoption of general purpose GPU (GPGPU) libraries, including nVidia's CUDA and Khronos' OpenCL. For these tutorials, I'm going to assume you're already a programmer and that you know C, but that you haven't necessarily seen OpenGL or done graphics programming before. Where do I get OpenGL, GLUT, and GLEW? OpenGL comes standard in some form or another on MacOS X, Windows, and most Linux distributions. To install GLUT and GLEW, look for the binary packages on their respective sites. The graphics pipeline The vertex and element arrays

OpenGL Step by Step - OpenGL Development on Linux I want to be a game developer... now what? With people looking to get into game development the same questions come up over and over, so I’ve opted to put my thoughts on the subject in one place and to compile a list of resources for new developers. Those questions? “I want to learn game programming, what language should I use?” “Should I use an engine, or create my own?” “What library/tools should I use"?” “Now what?” I will try to address all of these questions and more in the following post. For those of you that like skipping ahead to the last page in a novel, these links are for you! … the C++ question. Let me get the 800lb gorilla out of the way first of all. Alright, back to the whole C++ question. Don’t get me wrong, I totally understand why you want to go with C++, I’m just as guilty. Again, these are just my opinions ( and those of the vast majority of people that went down this road themselves! Now, if you did in fact make the decision to go ahead with C++, for the love of all that is holy, DO NOT USE DevC++. Do something.

Tutorial 2 : The first triangle | opengl-tutorial.org This will be another long tutorial. OpenGL 3 makes it easy to write complicated stuff, but at the expense that drawing a simple triangle is actually quite difficult. Don’t forget to cut’n paste the code on a regular basis. If the program crashes at startup, you’re probably running from the wrong directory. Read CAREFULLY the first tutorial on how to configure Visual Studio ! I won’t dig into details now, but you need to create a Vertex Array Object and set it as the current one : Do this once your window is created (= after the OpenGL Context creation) and before any other OpenGL call. If you really want to know more about VAOs, there are a few other tutorials out there, but this is not very important. A triangle is defined by three points. X in on your rightY is upZ is towards your back (yes, behind, not in front of you) But here is a better way to visualize this : use the Right Hand Rule X is your thumbY is your indexZ is your middle finger. The first vertex is (-1,-1,0). Shader Compilation

OpenGL Step by Step - OpenGL Development on Linux

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