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// Link statically with GLEW #define GLEW_STATIC // Headers #include #include #include #include #include #include #include // Shader sources const GLchar OPENGL - INTRODUCTION // Link statically with GLEW #define GLEW_STATIC // Headers #include #include #include // Shader sources const GLchar* vertexSource = R"glsl( #version 150 core in OPENGL - INTRODUCTION #version 150 core in vec3 Color; out vec4 outColor; void main() { outColor = vec4(1.0 - Color.r, 1.0 - Color.g, 1.0 - Color.b, 1.0); // or outColor = vec4(1.0 - Color OPENGL - INTRODUCTION // Link statically with GLEW #define GLEW_STATIC // Headers #include #include #include #include #include #include #include // Shader sources const GLchar OPENGL - INTRODUCTIONGEOMETRY SHADERSDRAWING POLYGONSTRANSFORM FEEDBACKTEXTURESCONTEXT CREATION Introduction. This guide will teach you the basics of using OpenGL to develop modern graphics applications. There are a lot of other guides on this topic, but there are some major points where this guide differs from those. We will not be discussing any of the old parts of the OpenGL specification. That means you'll be taught how to implement OPENGL - TRANSFORMATIONS - OPENGL - INTRODUCTION Just like the graphics pipeline, transforming a vector is done step-by-step. Although OpenGL allows you to decide on these steps yourself, all 3D graphics applications use a variation of the process described here. Each transformation transforms a vector into a new coordinate system, thus moving to the next step. OPENGL - DRAWING POLYGONS - OPENGL - INTRODUCTION Just like a graph, the center has coordinates (0,0) and the y axis is positive above the center. This seems unnatural because graphics applications usually have (0,0) in the top-left corner and (width,height) in the bottom-right corner, but it's an excellent way to simplify 3D calculations and to stay resolution independent.. The triangle above consists of 3 vertices positioned at (0,0.5), (0 OPENGL - GEOMETRY SHADERS - OPENGL - INTRODUCTIONSEE MORE ON OPEN.GL OPENGL - CONTEXT CREATIONSEE MORE ON OPEN.GL OPENGL - TEXTURESSEE MORE ON OPEN.GL OPENGL - DEPTH AND STENCILS - OPENGL - INTRODUCTION This is known as depth testing. OpenGL offers a way to store these depth values in an extra buffer, called the depth buffer, and perform the required check for fragments automatically. The fragment shader will not run for fragments that are invisible, which can have a significant impact on performance. OPENGL - FRAMEBUFFERSSEE MORE ON OPEN.GL OPENGL - INTRODUCTION // Link statically with GLEW #define GLEW_STATIC // Headers #include #include // Vertex shader const GLchar* vertexShaderSrc = R"glsl( #version 150 core in float OPENGL - SEGMENTATION FAULT An extensive, yet beginner friendly guide to using modern OpenGL for game development on all major platforms. OPENGL - INTRODUCTIONGEOMETRY SHADERSDRAWING POLYGONSTRANSFORM FEEDBACKTEXTURESCONTEXT CREATION Introduction. This guide will teach you the basics of using OpenGL to develop modern graphics applications. There are a lot of other guides on this topic, but there are some major points where this guide differs from those. We will not be discussing any of the old parts of the OpenGL specification. That means you'll be taught how to implement OPENGL - TRANSFORMATIONS - OPENGL - INTRODUCTION Just like the graphics pipeline, transforming a vector is done step-by-step. Although OpenGL allows you to decide on these steps yourself, all 3D graphics applications use a variation of the process described here. Each transformation transforms a vector into a new coordinate system, thus moving to the next step. OPENGL - DRAWING POLYGONS - OPENGL - INTRODUCTION Just like a graph, the center has coordinates (0,0) and the y axis is positive above the center. This seems unnatural because graphics applications usually have (0,0) in the top-left corner and (width,height) in the bottom-right corner, but it's an excellent way to simplify 3D calculations and to stay resolution independent.. The triangle above consists of 3 vertices positioned at (0,0.5), (0 OPENGL - GEOMETRY SHADERS - OPENGL - INTRODUCTIONSEE MORE ON OPEN.GL OPENGL - CONTEXT CREATIONSEE MORE ON OPEN.GL OPENGL - TEXTURESSEE MORE ON OPEN.GL OPENGL - DEPTH AND STENCILS - OPENGL - INTRODUCTION This is known as depth testing. OpenGL offers a way to store these depth values in an extra buffer, called the depth buffer, and perform the required check for fragments automatically. The fragment shader will not run for fragments that are invisible, which can have a significant impact on performance. OPENGL - FRAMEBUFFERSSEE MORE ON OPEN.GL OPENGL - INTRODUCTION // Link statically with GLEW #define GLEW_STATIC // Headers #include #include // Vertex shader const GLchar* vertexShaderSrc = R"glsl( #version 150 core in float OPENGL - SEGMENTATION FAULT An extensive, yet beginner friendly guide to using modern OpenGL for game development on all major platforms. OPENGL - SEGMENTATION FAULT An extensive, yet beginner friendly guide to using modern OpenGL for game development on all major platforms. OPENGL - INTRODUCTION // Link statically with GLEW #define GLEW_STATIC // Headers #include #include // Vertex shader const GLchar* vertexShaderSrc = R"glsl( #version 150 core in floatOPEN
// Link statically with GLEW #define GLEW_STATIC // Headers #include #include #include #include #include #include #include // Shader sources const GLchar OPENGL - INTRODUCTION GLfloat vertices = { -0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 1.0f OPENGL - INTRODUCTION // Link statically with GLEW #define GLEW_STATIC // Headers #include #include // Shader sources const GLchar* vertexSource = R"glsl( #version 150 core in vec2 OPENGL - INTRODUCTION #version 150 core in vec3 Color; out vec4 outColor; void main() { outColor = vec4(1.0 - Color.r, 1.0 - Color.g, 1.0 - Color.b, 1.0); // or outColor = vec4(1.0 - Color OPENGL - INTRODUCTION // Link statically with GLEW #define GLEW_STATIC // Headers #include #include #include #include #include #include #include // Shader sources const GLchar OPENGL - INTRODUCTION // Link statically with GLEW #define GLEW_STATIC // Headers #include #include #include #include // Shader sources const GLchar* vertexSource = R"glsl( #version 150 OPENGL - INTRODUCTIONGEOMETRY SHADERSDRAWING POLYGONSTRANSFORM FEEDBACKTEXTURESCONTEXT CREATION Introduction. This guide will teach you the basics of using OpenGL to develop modern graphics applications. There are a lot of other guides on this topic, but there are some major points where this guide differs from those. We will not be discussing any of the old parts of the OpenGL specification. That means you'll be taught how to implement OPENGL - TRANSFORMATIONS - OPENGL - INTRODUCTION Just like the graphics pipeline, transforming a vector is done step-by-step. Although OpenGL allows you to decide on these steps yourself, all 3D graphics applications use a variation of the process described here. Each transformation transforms a vector into a new coordinate system, thus moving to the next step. OPENGL - GEOMETRY SHADERS - OPENGL - INTRODUCTIONSEE MORE ON OPEN.GL OPENGL - DRAWING POLYGONS - OPENGL - INTRODUCTION Just like a graph, the center has coordinates (0,0) and the y axis is positive above the center. This seems unnatural because graphics applications usually have (0,0) in the top-left corner and (width,height) in the bottom-right corner, but it's an excellent way to simplify 3D calculations and to stay resolution independent.. The triangle above consists of 3 vertices positioned at (0,0.5), (0 OPENGL - CONTEXT CREATIONSEE MORE ON OPEN.GL OPENGL - TEXTURESSEE MORE ON OPEN.GL OPENGL - DEPTH AND STENCILS - OPENGL - INTRODUCTION This is known as depth testing. OpenGL offers a way to store these depth values in an extra buffer, called the depth buffer, and perform the required check for fragments automatically. The fragment shader will not run for fragments that are invisible, which can have a significant impact on performance. OPENGL - FRAMEBUFFERSSEE MORE ON OPEN.GL OPENGL - INTRODUCTION // Link statically with GLEW #define GLEW_STATIC // Headers #include #include // Vertex shader const GLchar* vertexShaderSrc = R"glsl( #version 150 core in float OPENGL - SEGMENTATION FAULT An extensive, yet beginner friendly guide to using modern OpenGL for game development on all major platforms. OPENGL - INTRODUCTIONGEOMETRY SHADERSDRAWING POLYGONSTRANSFORM FEEDBACKTEXTURESCONTEXT CREATION Introduction. This guide will teach you the basics of using OpenGL to develop modern graphics applications. There are a lot of other guides on this topic, but there are some major points where this guide differs from those. We will not be discussing any of the old parts of the OpenGL specification. That means you'll be taught how to implement OPENGL - TRANSFORMATIONS - OPENGL - INTRODUCTION Just like the graphics pipeline, transforming a vector is done step-by-step. Although OpenGL allows you to decide on these steps yourself, all 3D graphics applications use a variation of the process described here. Each transformation transforms a vector into a new coordinate system, thus moving to the next step. OPENGL - GEOMETRY SHADERS - OPENGL - INTRODUCTIONSEE MORE ON OPEN.GL OPENGL - DRAWING POLYGONS - OPENGL - INTRODUCTION Just like a graph, the center has coordinates (0,0) and the y axis is positive above the center. This seems unnatural because graphics applications usually have (0,0) in the top-left corner and (width,height) in the bottom-right corner, but it's an excellent way to simplify 3D calculations and to stay resolution independent.. The triangle above consists of 3 vertices positioned at (0,0.5), (0 OPENGL - CONTEXT CREATIONSEE MORE ON OPEN.GL OPENGL - TEXTURESSEE MORE ON OPEN.GL OPENGL - DEPTH AND STENCILS - OPENGL - INTRODUCTION This is known as depth testing. OpenGL offers a way to store these depth values in an extra buffer, called the depth buffer, and perform the required check for fragments automatically. The fragment shader will not run for fragments that are invisible, which can have a significant impact on performance. OPENGL - FRAMEBUFFERSSEE MORE ON OPEN.GL OPENGL - INTRODUCTION // Link statically with GLEW #define GLEW_STATIC // Headers #include #include // Vertex shader const GLchar* vertexShaderSrc = R"glsl( #version 150 core in float OPENGL - SEGMENTATION FAULT An extensive, yet beginner friendly guide to using modern OpenGL for game development on all major platforms. OPENGL - DRAWING POLYGONS - OPENGL - INTRODUCTION Just like a graph, the center has coordinates (0,0) and the y axis is positive above the center. This seems unnatural because graphics applications usually have (0,0) in the top-left corner and (width,height) in the bottom-right corner, but it's an excellent way to simplify 3D calculations and to stay resolution independent.. The triangle above consists of 3 vertices positioned at (0,0.5), (0 OPENGL - INTRODUCTION // Link statically with GLEW #define GLEW_STATIC // Headers #include #include // Vertex shader const GLchar* vertexShaderSrc = R"glsl( #version 150 core in float OPENGL - CONTEXT CREATION Window and OpenGL context. Before you can start drawing things, you need to initialize OpenGL. This is done by creating an OpenGL context, which is essentially a state machine that stores all data related to the rendering of your application. When your application closes, the OpenGL context is destroyed and everything is cleaned up. OPENGL - INTRODUCTION GLfloat vertices = { -0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 1.0fOPEN
// Link statically with GLEW #define GLEW_STATIC // Headers #include #include #include #include #include #include #include // Shader sources const GLchar OPENGL - INTRODUCTION // Link statically with GLEW #define GLEW_STATIC // Headers #include #include // Shader sources const GLchar* vertexSource = R"glsl( #version 150 core in vec2 OPENGL - INTRODUCTION #version 150 core in vec3 Color; out vec4 outColor; void main() { outColor = vec4(1.0 - Color.r, 1.0 - Color.g, 1.0 - Color.b, 1.0); // or outColor = vec4(1.0 - Color OPENGL - INTRODUCTION // Link statically with GLEW #define GLEW_STATIC // Headers #include #include #include #include // Shader sources const GLchar* vertexSource = R"glsl( #version 150 OPENGL - INTRODUCTION // Link statically with GLEW #define GLEW_STATIC // Headers #include #include #include #include #include #include #include // Shader sources const GLchar OPENGL - INTRODUCTIONGEOMETRY SHADERSDRAWING POLYGONSTRANSFORM FEEDBACKTEXTURESCONTEXT CREATION Introduction. This guide will teach you the basics of using OpenGL to develop modern graphics applications. There are a lot of other guides on this topic, but there are some major points where this guide differs from those. We will not be discussing any of the old parts of the OpenGL specification. That means you'll be taught how to implement OPENGL - TRANSFORMATIONS - OPENGL - INTRODUCTION Just like the graphics pipeline, transforming a vector is done step-by-step. Although OpenGL allows you to decide on these steps yourself, all 3D graphics applications use a variation of the process described here. Each transformation transforms a vector into a new coordinate system, thus moving to the next step. OPENGL - GEOMETRY SHADERS - OPENGL - INTRODUCTIONSEE MORE ON OPEN.GL OPENGL - DRAWING POLYGONS - OPENGL - INTRODUCTION Just like a graph, the center has coordinates (0,0) and the y axis is positive above the center. This seems unnatural because graphics applications usually have (0,0) in the top-left corner and (width,height) in the bottom-right corner, but it's an excellent way to simplify 3D calculations and to stay resolution independent.. The triangle above consists of 3 vertices positioned at (0,0.5), (0 OPENGL - CONTEXT CREATIONSEE MORE ON OPEN.GL OPENGL - TEXTURESSEE MORE ON OPEN.GL OPENGL - DEPTH AND STENCILS - OPENGL - INTRODUCTION This is known as depth testing. OpenGL offers a way to store these depth values in an extra buffer, called the depth buffer, and perform the required check for fragments automatically. The fragment shader will not run for fragments that are invisible, which can have a significant impact on performance. OPENGL - FRAMEBUFFERSSEE MORE ON OPEN.GL OPENGL - INTRODUCTION // Link statically with GLEW #define GLEW_STATIC // Headers #include #include // Vertex shader const GLchar* vertexShaderSrc = R"glsl( #version 150 core in float OPENGL - SEGMENTATION FAULT An extensive, yet beginner friendly guide to using modern OpenGL for game development on all major platforms. OPENGL - INTRODUCTIONGEOMETRY SHADERSDRAWING POLYGONSTRANSFORM FEEDBACKTEXTURESCONTEXT CREATION Introduction. This guide will teach you the basics of using OpenGL to develop modern graphics applications. There are a lot of other guides on this topic, but there are some major points where this guide differs from those. We will not be discussing any of the old parts of the OpenGL specification. That means you'll be taught how to implement OPENGL - TRANSFORMATIONS - OPENGL - INTRODUCTION Just like the graphics pipeline, transforming a vector is done step-by-step. Although OpenGL allows you to decide on these steps yourself, all 3D graphics applications use a variation of the process described here. Each transformation transforms a vector into a new coordinate system, thus moving to the next step. OPENGL - GEOMETRY SHADERS - OPENGL - INTRODUCTIONSEE MORE ON OPEN.GL OPENGL - DRAWING POLYGONS - OPENGL - INTRODUCTION Just like a graph, the center has coordinates (0,0) and the y axis is positive above the center. This seems unnatural because graphics applications usually have (0,0) in the top-left corner and (width,height) in the bottom-right corner, but it's an excellent way to simplify 3D calculations and to stay resolution independent.. The triangle above consists of 3 vertices positioned at (0,0.5), (0 OPENGL - CONTEXT CREATIONSEE MORE ON OPEN.GL OPENGL - TEXTURESSEE MORE ON OPEN.GL OPENGL - DEPTH AND STENCILS - OPENGL - INTRODUCTION This is known as depth testing. OpenGL offers a way to store these depth values in an extra buffer, called the depth buffer, and perform the required check for fragments automatically. The fragment shader will not run for fragments that are invisible, which can have a significant impact on performance. OPENGL - FRAMEBUFFERSSEE MORE ON OPEN.GL OPENGL - INTRODUCTION // Link statically with GLEW #define GLEW_STATIC // Headers #include #include // Vertex shader const GLchar* vertexShaderSrc = R"glsl( #version 150 core in float OPENGL - SEGMENTATION FAULT An extensive, yet beginner friendly guide to using modern OpenGL for game development on all major platforms. OPENGL - DRAWING POLYGONS - OPENGL - INTRODUCTION Just like a graph, the center has coordinates (0,0) and the y axis is positive above the center. This seems unnatural because graphics applications usually have (0,0) in the top-left corner and (width,height) in the bottom-right corner, but it's an excellent way to simplify 3D calculations and to stay resolution independent.. The triangle above consists of 3 vertices positioned at (0,0.5), (0 OPENGL - INTRODUCTION // Link statically with GLEW #define GLEW_STATIC // Headers #include #include // Vertex shader const GLchar* vertexShaderSrc = R"glsl( #version 150 core in float OPENGL - CONTEXT CREATION Window and OpenGL context. Before you can start drawing things, you need to initialize OpenGL. This is done by creating an OpenGL context, which is essentially a state machine that stores all data related to the rendering of your application. When your application closes, the OpenGL context is destroyed and everything is cleaned up. OPENGL - INTRODUCTION GLfloat vertices = { -0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 1.0fOPEN
// Link statically with GLEW #define GLEW_STATIC // Headers #include #include #include #include #include #include #include // Shader sources const GLchar OPENGL - INTRODUCTION // Link statically with GLEW #define GLEW_STATIC // Headers #include #include // Shader sources const GLchar* vertexSource = R"glsl( #version 150 core in vec2 OPENGL - INTRODUCTION #version 150 core in vec3 Color; out vec4 outColor; void main() { outColor = vec4(1.0 - Color.r, 1.0 - Color.g, 1.0 - Color.b, 1.0); // or outColor = vec4(1.0 - Color OPENGL - INTRODUCTION // Link statically with GLEW #define GLEW_STATIC // Headers #include #include #include #include // Shader sources const GLchar* vertexSource = R"glsl( #version 150 OPENGL - INTRODUCTION // Link statically with GLEW #define GLEW_STATIC // Headers #include #include #include #include #include #include #include // Shader sources const GLchar* Introduction
* Context creation
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* Textures
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> OpenGL boilerplate code > Easy-to-build code > Matrix math tutorials>
> OpenGL referenceINTRODUCTION
This guide will teach you the basics of using OpenGL to develop modern graphics applications. There are a lot of other guides on this topic, but there are some major points where this guide differs from those. We will not be discussing any of the old parts of the OpenGL specification. That means you'll be taught how to implement things yourself, instead of using deprecated functions like glBeginand glLight .
Anything that is not directly related to OpenGL itself, like creating a window and loading textures from files, will be done using a fewsmall libraries.
To show you how much it pays off to do things yourself, this guide also contains a lot of interactive examples to make it both fun and easy to learn all the different aspects of using a low-level graphics library like OpenGL! As an added bonus, you always have the opportunity to ask questions at the end of each chapter in the comments section. I'll try to answer as many questions as possible, but always remember that there are plenty of people out there who are willing to help you with your issues. Make sure to help us help you by specifying your platform, compiler, the relevant code section, the result you expect and what is actuallyhappening.
E-BOOK
This guide is now available in e-book formats as well:* EPUB
CREDITS
Thanks to all of the contributorsfor their help
with improving the quality of this tutorial! Special thanks to the following people for their essential contributions to the site: * Toby Rufinus (code fixes, improved images, sample solutions for last chapters) * Eric Engeström (making the site mobilefriendly)
* Elliott Sales de Andrade (improvingarticle text)
* Aaron Hamilton (improving article text)PREREQUISITES
Before we can take off, you need to make sure you have all the thingsyou need.
* A reasonable amount of experience with C++ * Graphics card compatiblewith OpenGL 3.2
* SFML , GLFW or
SDL for creating the context and handlinginput
* GLEW to use newer OpenGL functions * SOIL for textures * GLM for vectors and matrices Context creation will be explained for _SFML_, _GLFW_ and _SDL_, so use whatever library suites you best. See the next chapter for the differences between the three if you're not sure which one to use. > You also have the option of creating the context yourself using > Win32, Xlib or Cocoa, but your code will not be portable anymore. > That means you can not use the same code for all platforms. If you've got everything you need, let's begin . ------------------------- ------------------------- Ads help us run this siteWhen you visit our site, pre-selected companies may access and use certain information on your device to serve relevant ads or personalized content. Information that may be used.Purposes for storing information.Learn MoreContinue to site Information that may be used: * Type of browser and its settings * Information about the device's operating system * Cookie information * Information about other identifiers assigned to the device * The IP address from which the device accesses a client's website ormobile application
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