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LEARNOPENGL
Welcome to OpenGL. Welcome to the online book for learning OpenGL! Whether you are trying to learn OpenGL for academic purposes, to pursue a career or simply looking for a hobby, this book will teach you the basics, the intermediate, and all the advanced knowledge using modern (core-profile) OpenGL. The aim of LearnOpenGL is to show you all there is to modern OpenGL in an easy-to-understandLEARNOPENGL
LEARNOPENGL
HDR Advanced-Lighting/HDR. Brightness and color values, by default, are clamped between 0.0 and 1.0 when stored into a framebuffer. This, at first seemingly innocent, statement caused us to always specify light and color values somewhere in this range, trying to make themfit into the scene.
LEARNOPENGL
Render the objects. Disable stencil writing and depth testing. Scale each of the objects by a small amount. Use a different fragment shader that outputs a single (border) color. Draw the objects again, but only if their fragments' stencil values are not equal to 1. Enable depth testing again and restore stencil func to GL_KEEP.LEARNOPENGL
Welcome to OpenGL. Welcome to the online book for learning OpenGL! Whether you are trying to learn OpenGL for academic purposes, to pursue a career or simply looking for a hobby, this book will teach you the basics, the intermediate, and all the advanced knowledge using modern (core-profile) OpenGL. The aim of LearnOpenGL is to show you all there is to modern OpenGL in an easy-to-understandLEARNOPENGL
As you can see, a different light color greatly influences the object's color output. Since the light color directly influences what colors the object can reflect (as you may remember from the Colors chapter) it has a significant impact on the visual output.. We can easily change the light's colors over time by changing the light's ambient and diffuse colors via sin and glfwGetTime:LEARNOPENGL
Blending Advanced-OpenGL/Blending. Blending in OpenGL is commonly known as the technique to implement transparency within objects. Transparency is all about objects (or parts of them) not having a solid color, but having a combination of colors from the object itself and any other object behind it with varying intensity.LEARNOPENGL
By setting it to 2 we'd update the content every 2 instances and so on. By setting the attribute divisor to 1 we're effectively telling OpenGL that the vertex attribute at attribute location 2 is an instanced array. If we now were to render the quads again with glDrawArrays Instanced we'd get the following output: This is exactlythe same as
LEARNOPENGL
First, let's add the ball to the game. Just like the player paddle, we create a BallObject and define two constants that we use to initialize the ball. As for the texture of the ball, we're going to use an image that makes perfect sense in a LearnOpenGL Breakout game: ball texture . // Initial velocity of the Ball const glm:: vec2 INITIAL_BALLLEARNOPENGL
Welcome to OpenGL. Welcome to the online book for learning OpenGL! Whether you are trying to learn OpenGL for academic purposes, to pursue a career or simply looking for a hobby, this book will teach you the basics, the intermediate, and all the advanced knowledge using modern (core-profile) OpenGL. The aim of LearnOpenGL is to show you all there is to modern OpenGL in an easy-to-understandLEARNOPENGL
Welcome to OpenGL. Welcome to the online book for learning OpenGL! Whether you are trying to learn OpenGL for academic purposes, to pursue a career or simply looking for a hobby, this book will teach you the basics, the intermediate, and all the advanced knowledge using modern (core-profile) OpenGL. The aim of LearnOpenGL is to show you all there is to modern OpenGL in an easy-to-understandLEARNOPENGL
LEARNOPENGL
HDR Advanced-Lighting/HDR. Brightness and color values, by default, are clamped between 0.0 and 1.0 when stored into a framebuffer. This, at first seemingly innocent, statement caused us to always specify light and color values somewhere in this range, trying to make themfit into the scene.
LEARNOPENGL
Render the objects. Disable stencil writing and depth testing. Scale each of the objects by a small amount. Use a different fragment shader that outputs a single (border) color. Draw the objects again, but only if their fragments' stencil values are not equal to 1. Enable depth testing again and restore stencil func to GL_KEEP.LEARNOPENGL
Welcome to OpenGL. Welcome to the online book for learning OpenGL! Whether you are trying to learn OpenGL for academic purposes, to pursue a career or simply looking for a hobby, this book will teach you the basics, the intermediate, and all the advanced knowledge using modern (core-profile) OpenGL. The aim of LearnOpenGL is to show you all there is to modern OpenGL in an easy-to-understandLEARNOPENGL
As you can see, a different light color greatly influences the object's color output. Since the light color directly influences what colors the object can reflect (as you may remember from the Colors chapter) it has a significant impact on the visual output.. We can easily change the light's colors over time by changing the light's ambient and diffuse colors via sin and glfwGetTime:LEARNOPENGL
Blending Advanced-OpenGL/Blending. Blending in OpenGL is commonly known as the technique to implement transparency within objects. Transparency is all about objects (or parts of them) not having a solid color, but having a combination of colors from the object itself and any other object behind it with varying intensity.LEARNOPENGL
By setting it to 2 we'd update the content every 2 instances and so on. By setting the attribute divisor to 1 we're effectively telling OpenGL that the vertex attribute at attribute location 2 is an instanced array. If we now were to render the quads again with glDrawArrays Instanced we'd get the following output: This is exactlythe same as
LEARNOPENGL
First, let's add the ball to the game. Just like the player paddle, we create a BallObject and define two constants that we use to initialize the ball. As for the texture of the ball, we're going to use an image that makes perfect sense in a LearnOpenGL Breakout game: ball texture . // Initial velocity of the Ball const glm:: vec2 INITIAL_BALLLEARNOPENGL
Welcome to OpenGL. Welcome to the online book for learning OpenGL! Whether you are trying to learn OpenGL for academic purposes, to pursue a career or simply looking for a hobby, this book will teach you the basics, the intermediate, and all the advanced knowledge using modern (core-profile) OpenGL. The aim of LearnOpenGL is to show you all there is to modern OpenGL in an easy-to-understand LEARN OPENGL, EXTENSIVE TUTORIAL RESOURCE FOR LEARNING Welcome to OpenGL. Welcome to the online book for learning OpenGL! Whether you are trying to learn OpenGL for academic purposes, to pursue a career or simply looking for a hobby, this book will teach you the basics, the intermediate, and all the advanced knowledge using modern (core-profile) OpenGL. The aim of LearnOpenGL is to show you all there is to modern OpenGL in an easy-to-understandLEARNOPENGL
Learn OpenGL . com provides good and clear modern 3.3+ OpenGL tutorials with clear examples. A great resource to learn modern OpenGLaimed at beginners.
LEARNOPENGL
Welcome to OpenGL. Welcome to the online book for learning OpenGL! Whether you are trying to learn OpenGL for academic purposes, to pursue a career or simply looking for a hobby, this book will teach you the basics, the intermediate, and all the advanced knowledge using modern (core-profile) OpenGL. The aim of LearnOpenGL is to show you all there is to modern OpenGL in an easy-to-understandLEARNOPENGL
We set the camera at the same position we've set the camera in the previous chapter: glm:: vec3 cameraPos = glm:: vec3 ( 0.0f, 0.0f, 3.0f ); Don't forget that the positive z-axis is going through your screen towards you so if we want the camera to move backwards, we move along the positive z-axis. 2. Camera direction.LEARNOPENGL
As you can see, a different light color greatly influences the object's color output. Since the light color directly influences what colors the object can reflect (as you may remember from the Colors chapter) it has a significant impact on the visual output.. We can easily change the light's colors over time by changing the light's ambient and diffuse colors via sin and glfwGetTime:LEARNOPENGL
Welcome to OpenGL. Welcome to the online book for learning OpenGL! Whether you are trying to learn OpenGL for academic purposes, to pursue a career or simply looking for a hobby, this book will teach you the basics, the intermediate, and all the advanced knowledge using modern (core-profile) OpenGL. The aim of LearnOpenGL is to show you all there is to modern OpenGL in an easy-to-understandLEARNOPENGL
Welcome to OpenGL. Welcome to the online book for learning OpenGL! Whether you are trying to learn OpenGL for academic purposes, to pursue a career or simply looking for a hobby, this book will teach you the basics, the intermediate, and all the advanced knowledge using modern (core-profile) OpenGL. The aim of LearnOpenGL is to show you all there is to modern OpenGL in an easy-to-understandLEARNOPENGL
Normal vectors range between -1 and 1 so they're first mapped to : vec3 rgb_normal = normal * 0.5 + 0.5; // transforms from to With normal vectors transformed to an RGB color component like this, we can store a per-fragment normal derived from the shape of a surface onto a 2D texture. An example normal map of the brickLEARNOPENGL
This light bleeding, or glow effect, is achieved with a post-processing effect called Bloom. Bloom gives all brightly lit regions of a scene a glow-like effect. An example of a scene with and without glow can be seen below (image courtesy of Epic Games): Bloom gives noticeable visual cues about the brightness ofLEARNOPENGL
At first we had a technique called super sample anti-aliasing (SSAA) that temporarily uses a much higher resolution render buffer to render the scene in (super sampling). Then when the full scene is rendered, the resolution is downsampled back to the normal resolution.LEARNOPENGL
Welcome to OpenGL. Welcome to the online book for learning OpenGL! Whether you are trying to learn OpenGL for academic purposes, to pursue a career or simply looking for a hobby, this book will teach you the basics, the intermediate, and all the advanced knowledge using modern (core-profile) OpenGL. The aim of LearnOpenGL is to show you all there is to modern OpenGL in an easy-to-understandLEARNOPENGL
LEARNOPENGL
Render the objects. Disable stencil writing and depth testing. Scale each of the objects by a small amount. Use a different fragment shader that outputs a single (border) color. Draw the objects again, but only if their fragments' stencil values are not equal to 1. Enable depth testing again and restore stencil func to GL_KEEP.LEARNOPENGL
Welcome to OpenGL. Welcome to the online book for learning OpenGL! Whether you are trying to learn OpenGL for academic purposes, to pursue a career or simply looking for a hobby, this book will teach you the basics, the intermediate, and all the advanced knowledge using modern (core-profile) OpenGL. The aim of LearnOpenGL is to show you all there is to modern OpenGL in an easy-to-understandLEARNOPENGL
As you can see, a different light color greatly influences the object's color output. Since the light color directly influences what colors the object can reflect (as you may remember from the Colors chapter) it has a significant impact on the visual output.. We can easily change the light's colors over time by changing the light's ambient and diffuse colors via sin and glfwGetTime:LEARNOPENGL
HDR Advanced-Lighting/HDR. Brightness and color values, by default, are clamped between 0.0 and 1.0 when stored into a framebuffer. This, at first seemingly innocent, statement caused us to always specify light and color values somewhere in this range, trying to make themfit into the scene.
LEARNOPENGL
Blending Advanced-OpenGL/Blending. Blending in OpenGL is commonly known as the technique to implement transparency within objects. Transparency is all about objects (or parts of them) not having a solid color, but having a combination of colors from the object itself and any other object behind it with varying intensity.LEARNOPENGL
By setting it to 2 we'd update the content every 2 instances and so on. By setting the attribute divisor to 1 we're effectively telling OpenGL that the vertex attribute at attribute location 2 is an instanced array. If we now were to render the quads again with glDrawArrays Instanced we'd get the following output: This is exactlythe same as
LEARNOPENGL
First, let's add the ball to the game. Just like the player paddle, we create a BallObject and define two constants that we use to initialize the ball. As for the texture of the ball, we're going to use an image that makes perfect sense in a LearnOpenGL Breakout game: ball texture . // Initial velocity of the Ball const glm:: vec2 INITIAL_BALLLEARNOPENGL
First, create a .cpp file and add the following includes to the top of your newly created file. #include #include . Be sure to include GLAD before GLFW. The include file for GLAD includes the required OpenGL headers behind the scenes (like GL/gl.h) so be sure to include GLAD before other header files that requireLEARNOPENGL
Welcome to OpenGL. Welcome to the online book for learning OpenGL! Whether you are trying to learn OpenGL for academic purposes, to pursue a career or simply looking for a hobby, this book will teach you the basics, the intermediate, and all the advanced knowledge using modern (core-profile) OpenGL. The aim of LearnOpenGL is to show you all there is to modern OpenGL in an easy-to-understandLEARNOPENGL
LEARNOPENGL
Render the objects. Disable stencil writing and depth testing. Scale each of the objects by a small amount. Use a different fragment shader that outputs a single (border) color. Draw the objects again, but only if their fragments' stencil values are not equal to 1. Enable depth testing again and restore stencil func to GL_KEEP.LEARNOPENGL
Welcome to OpenGL. Welcome to the online book for learning OpenGL! Whether you are trying to learn OpenGL for academic purposes, to pursue a career or simply looking for a hobby, this book will teach you the basics, the intermediate, and all the advanced knowledge using modern (core-profile) OpenGL. The aim of LearnOpenGL is to show you all there is to modern OpenGL in an easy-to-understandLEARNOPENGL
As you can see, a different light color greatly influences the object's color output. Since the light color directly influences what colors the object can reflect (as you may remember from the Colors chapter) it has a significant impact on the visual output.. We can easily change the light's colors over time by changing the light's ambient and diffuse colors via sin and glfwGetTime:LEARNOPENGL
HDR Advanced-Lighting/HDR. Brightness and color values, by default, are clamped between 0.0 and 1.0 when stored into a framebuffer. This, at first seemingly innocent, statement caused us to always specify light and color values somewhere in this range, trying to make themfit into the scene.
LEARNOPENGL
Blending Advanced-OpenGL/Blending. Blending in OpenGL is commonly known as the technique to implement transparency within objects. Transparency is all about objects (or parts of them) not having a solid color, but having a combination of colors from the object itself and any other object behind it with varying intensity.LEARNOPENGL
By setting it to 2 we'd update the content every 2 instances and so on. By setting the attribute divisor to 1 we're effectively telling OpenGL that the vertex attribute at attribute location 2 is an instanced array. If we now were to render the quads again with glDrawArrays Instanced we'd get the following output: This is exactlythe same as
LEARNOPENGL
First, let's add the ball to the game. Just like the player paddle, we create a BallObject and define two constants that we use to initialize the ball. As for the texture of the ball, we're going to use an image that makes perfect sense in a LearnOpenGL Breakout game: ball texture . // Initial velocity of the Ball const glm:: vec2 INITIAL_BALLLEARNOPENGL
First, create a .cpp file and add the following includes to the top of your newly created file. #include #include . Be sure to include GLAD before GLFW. The include file for GLAD includes the required OpenGL headers behind the scenes (like GL/gl.h) so be sure to include GLAD before other header files that require LEARN OPENGL, EXTENSIVE TUTORIAL RESOURCE FOR LEARNING Welcome to OpenGL. Welcome to the online book for learning OpenGL! Whether you are trying to learn OpenGL for academic purposes, to pursue a career or simply looking for a hobby, this book will teach you the basics, the intermediate, and all the advanced knowledge using modern (core-profile) OpenGL. The aim of LearnOpenGL is to show you all there is to modern OpenGL in an easy-to-understandLEARNOPENGL
Learn OpenGL . com provides good and clear modern 3.3+ OpenGL tutorials with clear examples. A great resource to learn modern OpenGLaimed at beginners.
LEARNOPENGL
Welcome to OpenGL. Welcome to the online book for learning OpenGL! Whether you are trying to learn OpenGL for academic purposes, to pursue a career or simply looking for a hobby, this book will teach you the basics, the intermediate, and all the advanced knowledge using modern (core-profile) OpenGL. The aim of LearnOpenGL is to show you all there is to modern OpenGL in an easy-to-understandLEARNOPENGL
Shaders Getting-started/Shaders. As mentioned in the Hello Triangle chapter, shaders are little programs that rest on the GPU. These programs are run for each specific section of the graphics pipeline. In a basic sense, shaders are nothing more than programs transforminginputs to outputs.
LEARNOPENGL
We set the camera at the same position we've set the camera in the previous chapter: glm:: vec3 cameraPos = glm:: vec3 ( 0.0f, 0.0f, 3.0f ); Don't forget that the positive z-axis is going through your screen towards you so if we want the camera to move backwards, we move along the positive z-axis. 2. Camera direction.LEARNOPENGL
As you can see, a different light color greatly influences the object's color output. Since the light color directly influences what colors the object can reflect (as you may remember from the Colors chapter) it has a significant impact on the visual output.. We can easily change the light's colors over time by changing the light's ambient and diffuse colors via sin and glfwGetTime:LEARNOPENGL
First, create a .cpp file and add the following includes to the top of your newly created file. #include #include . Be sure to include GLAD before GLFW. The include file for GLAD includes the required OpenGL headers behind the scenes (like GL/gl.h) so be sure to include GLAD before other header files that requireLEARNOPENGL
Welcome to OpenGL. Welcome to the online book for learning OpenGL! Whether you are trying to learn OpenGL for academic purposes, to pursue a career or simply looking for a hobby, this book will teach you the basics, the intermediate, and all the advanced knowledge using modern (core-profile) OpenGL. The aim of LearnOpenGL is to show you all there is to modern OpenGL in an easy-to-understandLEARNOPENGL
Normal vectors range between -1 and 1 so they're first mapped to : vec3 rgb_normal = normal * 0.5 + 0.5; // transforms from to With normal vectors transformed to an RGB color component like this, we can store a per-fragment normal derived from the shape of a surface onto a 2D texture. An example normal map of the brickLEARNOPENGL
This light bleeding, or glow effect, is achieved with a post-processing effect called Bloom. Bloom gives all brightly lit regions of a scene a glow-like effect. An example of a scene with and without glow can be seen below (image courtesy of Epic Games): Bloom gives noticeable visual cues about the brightness of If you're running AdBlock, please consider whitelisting this site if you'd like to support LearnOpenGL; and no worries, I won't be mad ifyou don't :)
* Introduction
* Getting started
* OpenGL
* Creating a window
* Hello Window
* Hello Triangle
* Shaders
* Textures
* Transformations
* Coordinate Systems* Camera
* Review
* Lighting
* Colors
* Basic Lighting
* Materials
* Lighting maps
* Light casters
* Multiple lights
* Review
* Model Loading
* Assimp
* Mesh
* Model
* Advanced OpenGL
* Depth testing
* Stencil testing
* Blending
* Face culling
* Framebuffers
* Cubemaps
* Advanced Data
* Advanced GLSL
* Geometry Shader
* Instancing
* Anti Aliasing
* Advanced Lighting
* 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
* Debugging
* Text Rendering
* 2D Game
* Breakout
* Setting up
* Rendering Sprites
* Levels
* Collisions
* Ball
* Collision detection * Collision resolution* Particles
* Postprocessing
* Powerups
* Audio
* Render text
* Final thoughts
* Guest Articles
* How to publish
* 2020
* OIT
* Introduction
* Weighted Blended
* Skeletal Animation* Code repository
* Translations
* About
BTC
1CLGKgmBSuYJ1nnvDGAepVTKNNDpUjfpRaETH/ERC20
0x1de59bd9e52521a46309474f8372531533bd7c43WELCOME TO OPENGL
Welcome to the online book for learning OpenGL! Whether you are trying to learn OpenGL for academic purposes, to pursue a career or simply looking for a hobby, this book will teach you the basics, the intermediate, and all the advanced knowledge using MODERN (core-profile) OpenGL. The aim of LearnOpenGL is to show you all there is to modern OpenGL in an easy-to-understand fashion with clear examples, while also providing a useful reference for later studies. SO WHY READ THESE CHAPTERS? Throughout the internet there are thousands of documents, books, and resources on learning OpenGL, however, most of these resources are only focused on OpenGL's immediate mode (commonly referred to as the old OpenGL), are incomplete, lack proper documentation, or are not suited for your learning preferences. Therefore, my aim is to provide a platform that is both complete and easy to understand. If you enjoy reading content that provides step-by-step instructions, clear examples, and that won't throw you in the deep with millions of details, this book is probably for you. The chapters aim to be understandable for people without any graphics programming experience, but are still interesting to read for the more experienced users. We also discuss practical concepts that, with some added creativity, could turn your ideas into real 3D applications. If all of the previous sounds like someone that could be you, then by all means,please continue.
WHAT WILL YOU LEARN? The focus of these chapters are on Modern OpenGL. Learning (and using) modern OpenGL requires a strong knowledge of graphics programming and how OpenGL operates under the hood to really get the best of your experience. So we will start by discussing core graphics aspects, how OpenGL actually draws pixels to your screen, and how we can leverage that knowledge to create some funky looking effects. On top of the core knowledge we will discuss many useful techniques that you can use for your applications, like: traversing a scene, create beautiful lighting, load custom-made objects from a modelling program, do cool post-processing techniques, and much more. We also feature a walkthrough series where we actually create a small game based on our obtained OpenGL knowledge, so you will really get a feel of what it's like to actually do graphics programming.WHERE TO START
Learn OpenGL is free, and will always be free, for anyone who wants to start with graphics programming. All content is available here at the menu to your left. Simply hit the Introduction button and you're ready to start your journey! ------------------------- LEARN OPENGL - PRINT EDITION The content has been thoroughly revised, numerous times, over the course of 7 years to have finally been aggregated into a physical copy available for print. There's been a lot of work put into the physical copy, treating it as the first-class citizen it is. Both the book and website are equals, their content is the same. As everything is freely available online, getting the physical copy supports me as an author; and let's not forget that certain charm of printed paper. The book is available for sale on Amazon US,
Amazon UK
,
Barnes & Noble
,
and many other (online) retailers. Note that at some retailers the book is ridiculously overpriced; make sure it matches roughly $60 US dollars, or wait a bit untill the prices balance themselves out. ------------------------- LEARN OPENGL - ONLINE PRINT EDITION - FREE PDF I've revised the source files for the physical print edition and cleaned them up to be available for online reading as well, for those that prefer its content in a singular PDF format. Use this format if you'd like to read during travel, write notes, or print it out yourself. In similar style to the website, this version is, and will always be, freely available. Note that, similar to the physical copy, links/urls are written out fully or as footnotes, videos show static images, and there's no function hover pop-ups; all to account for the content being mostly_offline_.
------------------------- If you want to keep up to date on the site and book's progress and/or other LearnOpenGL news, please follow me on Twitter.
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