Because OpenGL 3.x and OpenGL 4.x deprecated and then removed virtually all of the fixed function pipeline, how do we colour our polygons these days?. This tutorial will show you how to use two Vertex Buffer Objects inside of a Vertex Array Object to both draw and colour our shapes at the same time.
OpenGL 3.x and OpenGL 4.x deprecated virtually all client side rendering calls such as glEnable(GL_TRIANGLES) and glVertex3f, so how do we render things these days?. This tutorial will show you how to use Vertex Array Objects and Vertex Buffer Objects to render in compliance with OpenGL 3.x and up at blistering speeds compared to previous rendering methods in OpenGL.
OpenGL 3.x and OpenGL 4.x rely on you to use shaders for all of your effects. This tutorial will show you how to incorporate the shaders from the GLSL section of the site into our new framework.
Bump mapping adds an extra sense of realism to today's computer graphics applications that is so simple, it just cannot be ignored. Learn how to do this in GLSL with OpenGL.
Swiftless GLSL Shader Developer is a new shader designer/creator which is currently in it's first public release. It features fragment, vertex and geometry shader support, as well as post processing.
GLSL also gives us the texture coordinates that we assigned in OpenGL. This means that if you pass the texture id to the shader, you can replicate all the texturing done in OpenGL.
Just like lighting and coloring, OpenGL will pass us the material information for objects, allowing us to light our objects just as they would be in the fixed function OpenGL state. This tutorial will show you how to get and use the material information on your lit objects.
Previously, we looked at simuling OpenGL per vertex lighting. Now we are going to learn how to do per pixel lighting, achieving a more realistic lighting effect.
GLSL also overwrites the default lighting in OpenGL, but once again, OpenGL passes all lighting information through to us in GLSL for us to use. This tutorial will teach you how to use this information to perform per-vertex lighting, identical to that in standard OpenGL.
Coloring in GLSL overwrites any colors you introduced into your application. But OpenGL can pass your colors to GLSL for you to use.