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	<title>Swiftless Tutorials &#187; tutorial</title>
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	<link>http://www.swiftless.com</link>
	<description>Game Programming and Computer Graphics Tutorials</description>
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		<title>5. OpenGL 4 Vertex Buffer Objects (VBOs) for Color</title>
		<link>http://www.swiftless.com/tutorials/opengl4/5-opengl-4-vao-color.html</link>
		<comments>http://www.swiftless.com/tutorials/opengl4/5-opengl-4-vao-color.html#comments</comments>
		<pubDate>Thu, 10 Feb 2011 10:29:22 +0000</pubDate>
		<dc:creator>Swiftless</dc:creator>
				<category><![CDATA[OpenGL 4]]></category>
		<category><![CDATA[3]]></category>
		<category><![CDATA[4]]></category>
		<category><![CDATA[color]]></category>
		<category><![CDATA[gl]]></category>
		<category><![CDATA[GLSL]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[tutorial]]></category>
		<category><![CDATA[vao]]></category>
		<category><![CDATA[vbo]]></category>
		<category><![CDATA[vertex array object]]></category>
		<category><![CDATA[vertex buffer object]]></category>

		<guid isPermaLink="false">http://www.swiftless.com/?p=717</guid>
		<description><![CDATA[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.


Related posts:<ol><li><a href='http://www.swiftless.com/tutorials/opengl4/4-opengl-4-vao.html' rel='bookmark' title='4. OpenGL 4 Vertex Array Objects (VAO)'>4. OpenGL 4 Vertex Array Objects (VAO)</a></li>
<li><a href='http://www.swiftless.com/tutorials/opengl/6_vbo.html' rel='bookmark' title='6. Terrain Vertex Buffer Objects'>6. Terrain Vertex Buffer Objects</a></li>
<li><a href='http://www.swiftless.com/tutorials/opengl/color.html' rel='bookmark' title='5. OpenGL Color (Version 2.0)'>5. OpenGL Color (Version 2.0)</a></li>
</ol>]]></description>
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		<slash:comments>16</slash:comments>
		</item>
		<item>
		<title>4. OpenGL 4 Vertex Array Objects (VAO)</title>
		<link>http://www.swiftless.com/tutorials/opengl4/4-opengl-4-vao.html</link>
		<comments>http://www.swiftless.com/tutorials/opengl4/4-opengl-4-vao.html#comments</comments>
		<pubDate>Thu, 16 Dec 2010 06:41:46 +0000</pubDate>
		<dc:creator>Swiftless</dc:creator>
				<category><![CDATA[OpenGL 4]]></category>
		<category><![CDATA[3]]></category>
		<category><![CDATA[4]]></category>
		<category><![CDATA[gl]]></category>
		<category><![CDATA[GLSL]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[tutorial]]></category>
		<category><![CDATA[vao]]></category>
		<category><![CDATA[vbo]]></category>
		<category><![CDATA[vertex array object]]></category>

		<guid isPermaLink="false">http://www.swiftless.com/?p=701</guid>
		<description><![CDATA[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.


Related posts:<ol><li><a href='http://www.swiftless.com/tutorials/opengl4/5-opengl-4-vao-color.html' rel='bookmark' title='5. OpenGL 4 Vertex Buffer Objects (VBOs) for Color'>5. OpenGL 4 Vertex Buffer Objects (VBOs) for Color</a></li>
<li><a href='http://www.swiftless.com/tutorials/opengl/6_vbo.html' rel='bookmark' title='6. Terrain Vertex Buffer Objects'>6. Terrain Vertex Buffer Objects</a></li>
<li><a href='http://www.swiftless.com/tutorials/opengl4/2-opengl-shaders.html' rel='bookmark' title='2. OpenGL 4 Shaders'>2. OpenGL 4 Shaders</a></li>
</ol>]]></description>
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		<slash:comments>32</slash:comments>
		</item>
		<item>
		<title>2. OpenGL 4 Shaders</title>
		<link>http://www.swiftless.com/tutorials/opengl4/2-opengl-shaders.html</link>
		<comments>http://www.swiftless.com/tutorials/opengl4/2-opengl-shaders.html#comments</comments>
		<pubDate>Sun, 08 Aug 2010 02:07:10 +0000</pubDate>
		<dc:creator>Swiftless</dc:creator>
				<category><![CDATA[OpenGL 4]]></category>
		<category><![CDATA[3]]></category>
		<category><![CDATA[4]]></category>
		<category><![CDATA[gl]]></category>
		<category><![CDATA[GLSL]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[shader]]></category>
		<category><![CDATA[tutorial]]></category>

		<guid isPermaLink="false">http://www.swiftless.com/?p=674</guid>
		<description><![CDATA[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.


Related posts:<ol><li><a href='http://www.swiftless.com/tutorials/opengl4/5-opengl-4-vao-color.html' rel='bookmark' title='5. OpenGL 4 Vertex Buffer Objects (VBOs) for Color'>5. OpenGL 4 Vertex Buffer Objects (VBOs) for Color</a></li>
<li><a href='http://www.swiftless.com/tutorials/opengl4/4-opengl-4-vao.html' rel='bookmark' title='4. OpenGL 4 Vertex Array Objects (VAO)'>4. OpenGL 4 Vertex Array Objects (VAO)</a></li>
<li><a href='http://www.swiftless.com/software/swiftless-glsl-shader-developer.html' rel='bookmark' title='Swiftless GLSL Shader Developer'>Swiftless GLSL Shader Developer</a></li>
</ol>]]></description>
		<wfw:commentRss>http://www.swiftless.com/tutorials/opengl4/2-opengl-shaders.html/feed</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>1. OpenGL 4 Window</title>
		<link>http://www.swiftless.com/tutorials/opengl4/1-opengl-window.html</link>
		<comments>http://www.swiftless.com/tutorials/opengl4/1-opengl-window.html#comments</comments>
		<pubDate>Tue, 03 Aug 2010 11:43:47 +0000</pubDate>
		<dc:creator>Swiftless</dc:creator>
				<category><![CDATA[OpenGL 4]]></category>
		<category><![CDATA[3]]></category>
		<category><![CDATA[4]]></category>
		<category><![CDATA[gl]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[setup]]></category>
		<category><![CDATA[tutorial]]></category>
		<category><![CDATA[window]]></category>

		<guid isPermaLink="false">http://www.swiftless.com/?p=647</guid>
		<description><![CDATA[OpenGL 3.x and OpenGL 4.x came out all of a sudden, but not many people made the switch. Here you will learn how to create a window with an OpenGL 3.2 capable context, which can be used as a basis for further tutorials.


Related posts:<ol><li><a href='http://www.swiftless.com/tutorials/opengl4/2-opengl-shaders.html' rel='bookmark' title='2. OpenGL 4 Shaders'>2. OpenGL 4 Shaders</a></li>
<li><a href='http://www.swiftless.com/tutorials/opengl4/4-opengl-4-vao.html' rel='bookmark' title='4. OpenGL 4 Vertex Array Objects (VAO)'>4. OpenGL 4 Vertex Array Objects (VAO)</a></li>
<li><a href='http://www.swiftless.com/tutorials/opengl/window.html' rel='bookmark' title='1. OpenGL Window (Version 2.0)'>1. OpenGL Window (Version 2.0)</a></li>
</ol>]]></description>
		<wfw:commentRss>http://www.swiftless.com/tutorials/opengl4/1-opengl-window.html/feed</wfw:commentRss>
		<slash:comments>45</slash:comments>
		</item>
		<item>
		<title>8. Bump Mapping in GLSL</title>
		<link>http://www.swiftless.com/tutorials/glsl/8_bump_mapping.html</link>
		<comments>http://www.swiftless.com/tutorials/glsl/8_bump_mapping.html#comments</comments>
		<pubDate>Thu, 24 Jun 2010 10:43:50 +0000</pubDate>
		<dc:creator>Swiftless</dc:creator>
				<category><![CDATA[GLSL]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[bump]]></category>
		<category><![CDATA[map]]></category>
		<category><![CDATA[mapping]]></category>
		<category><![CDATA[normal]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[texture]]></category>
		<category><![CDATA[tutorial]]></category>

		<guid isPermaLink="false">http://www.swiftless.com/?p=626</guid>
		<description><![CDATA[<img src="http://www.swiftless.com/tutorials/glsl/pics/8_bump_mapping.jpg" alt="GLSL Bump Mapping Tutorial Preview" width=100 height=100 align="left" hspace=5 vspace=5 />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.


Related posts:<ol><li><a href='http://www.swiftless.com/uncategorized/new-bump-mapping-tutorial.html' rel='bookmark' title='New Bump Mapping Tutorial'>New Bump Mapping Tutorial</a></li>
<li><a href='http://www.swiftless.com/tutorials/glsl/7_texturing.html' rel='bookmark' title='7. Texturing in GLSL'>7. Texturing in GLSL</a></li>
<li><a href='http://www.swiftless.com/tutorials/glsl/5_lighting_perpixel.html' rel='bookmark' title='5. GLSL Per Pixel Lighting'>5. GLSL Per Pixel Lighting</a></li>
</ol>]]></description>
		<wfw:commentRss>http://www.swiftless.com/tutorials/glsl/8_bump_mapping.html/feed</wfw:commentRss>
		<slash:comments>11</slash:comments>
		</item>
		<item>
		<title>36. OpenGL Framebuffers</title>
		<link>http://www.swiftless.com/tutorials/opengl/framebuffer.html</link>
		<comments>http://www.swiftless.com/tutorials/opengl/framebuffer.html#comments</comments>
		<pubDate>Thu, 22 Apr 2010 04:09:18 +0000</pubDate>
		<dc:creator>Swiftless</dc:creator>
				<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[buffer]]></category>
		<category><![CDATA[cube]]></category>
		<category><![CDATA[fbo]]></category>
		<category><![CDATA[frame]]></category>
		<category><![CDATA[frame buffer]]></category>
		<category><![CDATA[glut]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[render]]></category>
		<category><![CDATA[tutorial]]></category>

		<guid isPermaLink="false">http://www.swiftless.com/?p=557</guid>
		<description><![CDATA[<img src="http://www.swiftless.com/tutorials/opengl/pics/framebuffer.jpg" alt="OpenGL Framebuffer Tutorial Preview" width="100" height="100" align="left" hspace="5" vspace="5" /><br />If you want to use any type of off screen rendering process, then frame buffers are probably the go for you. They allow you to render an entire scene, directly to a texture.<br clear="all"/>


Related posts:<ol><li><a href='http://www.swiftless.com/tutorials/opengl/cube.html' rel='bookmark' title='6. OpenGL Cube (Version 2.0)'>6. OpenGL Cube (Version 2.0)</a></li>
<li><a href='http://www.swiftless.com/tutorials/opengl/basic_shadows.html' rel='bookmark' title='27. OpenGL Basic Shadows'>27. OpenGL Basic Shadows</a></li>
<li><a href='http://www.swiftless.com/tutorials/opengl/basic_reflection.html' rel='bookmark' title='28. OpenGL Basic Reflection'>28. OpenGL Basic Reflection</a></li>
</ol>]]></description>
		<wfw:commentRss>http://www.swiftless.com/tutorials/opengl/framebuffer.html/feed</wfw:commentRss>
		<slash:comments>8</slash:comments>
		</item>
		<item>
		<title>7. Maths Radians</title>
		<link>http://www.swiftless.com/tutorials/maths/radians.html</link>
		<comments>http://www.swiftless.com/tutorials/maths/radians.html#comments</comments>
		<pubDate>Thu, 25 Mar 2010 09:59:59 +0000</pubDate>
		<dc:creator>Swiftless</dc:creator>
				<category><![CDATA[Maths]]></category>
		<category><![CDATA[radians]]></category>
		<category><![CDATA[trigonometry]]></category>
		<category><![CDATA[tutorial]]></category>

		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=323</guid>
		<description><![CDATA[Radians are the hidden core behind trigonometry and can be a little tricky to understand at first. But once you get the hang of it, you will never want to go back to measuring angles in degrees.


Related posts:<ol><li><a href='http://www.swiftless.com/tutorials/maths/trigonometry.html' rel='bookmark' title='6. Maths Trigonometry'>6. Maths Trigonometry</a></li>
<li><a href='http://www.swiftless.com/uncategorized/opengl-framebuffer-tutorial-now-up.html' rel='bookmark' title='OpenGL Framebuffer Tutorial Now Up'>OpenGL Framebuffer Tutorial Now Up</a></li>
<li><a href='http://www.swiftless.com/tutorials/maths/vectors_dot_product.html' rel='bookmark' title='5. Maths Vector Dot Product'>5. Maths Vector Dot Product</a></li>
</ol>]]></description>
		<wfw:commentRss>http://www.swiftless.com/tutorials/maths/radians.html/feed</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>6. Maths Trigonometry</title>
		<link>http://www.swiftless.com/tutorials/maths/trigonometry.html</link>
		<comments>http://www.swiftless.com/tutorials/maths/trigonometry.html#comments</comments>
		<pubDate>Thu, 25 Mar 2010 09:54:54 +0000</pubDate>
		<dc:creator>Swiftless</dc:creator>
				<category><![CDATA[Maths]]></category>
		<category><![CDATA[trig]]></category>
		<category><![CDATA[trigonometry]]></category>
		<category><![CDATA[tutorial]]></category>

		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=336</guid>
		<description><![CDATA[Trigonometry is one of those things that makes people run for the hills, but once you understand it, you won't know how you ever lived without it.


Related posts:<ol><li><a href='http://www.swiftless.com/tutorials/maths/pythagoras.html' rel='bookmark' title='2. Maths Pythagoras Theorem'>2. Maths Pythagoras Theorem</a></li>
<li><a href='http://www.swiftless.com/tutorials/maths/radians.html' rel='bookmark' title='7. Maths Radians'>7. Maths Radians</a></li>
<li><a href='http://www.swiftless.com/tutorials/maths/vectors_length.html' rel='bookmark' title='4. Maths Vector Length'>4. Maths Vector Length</a></li>
</ol>]]></description>
		<wfw:commentRss>http://www.swiftless.com/tutorials/maths/trigonometry.html/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>5. Maths Vector Dot Product</title>
		<link>http://www.swiftless.com/tutorials/maths/vectors_dot_product.html</link>
		<comments>http://www.swiftless.com/tutorials/maths/vectors_dot_product.html#comments</comments>
		<pubDate>Thu, 25 Mar 2010 09:47:40 +0000</pubDate>
		<dc:creator>Swiftless</dc:creator>
				<category><![CDATA[Maths]]></category>
		<category><![CDATA[dot]]></category>
		<category><![CDATA[product]]></category>
		<category><![CDATA[tutorial]]></category>
		<category><![CDATA[vector]]></category>

		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=321</guid>
		<description><![CDATA[The dot product is one of those elusive things that you aren't taught soon enough (In my opinion). If you want to do any lighting calculations yourself, then the dot product will be used extensively for diffuse calculations.


Related posts:<ol><li><a href='http://www.swiftless.com/tutorials/maths/vectors_length.html' rel='bookmark' title='4. Maths Vector Length'>4. Maths Vector Length</a></li>
<li><a href='http://www.swiftless.com/tutorials/maths/trigonometry.html' rel='bookmark' title='6. Maths Trigonometry'>6. Maths Trigonometry</a></li>
<li><a href='http://www.swiftless.com/tutorials/maths/lines.html' rel='bookmark' title='3. Maths Lines'>3. Maths Lines</a></li>
</ol>]]></description>
		<wfw:commentRss>http://www.swiftless.com/tutorials/maths/vectors_dot_product.html/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>4. Maths Vector Length</title>
		<link>http://www.swiftless.com/tutorials/maths/vectors_length.html</link>
		<comments>http://www.swiftless.com/tutorials/maths/vectors_length.html#comments</comments>
		<pubDate>Thu, 25 Mar 2010 09:44:23 +0000</pubDate>
		<dc:creator>Swiftless</dc:creator>
				<category><![CDATA[Maths]]></category>
		<category><![CDATA[length]]></category>
		<category><![CDATA[tutorial]]></category>
		<category><![CDATA[vector]]></category>

		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=319</guid>
		<description><![CDATA[Vectors are the back bone of 3D graphics, without them, the world of computer graphics would be a very messy place. And knowing the length of them often comes in handy, especially when looking at intersections and collisions.


Related posts:<ol><li><a href='http://www.swiftless.com/tutorials/maths/vectors_dot_product.html' rel='bookmark' title='5. Maths Vector Dot Product'>5. Maths Vector Dot Product</a></li>
<li><a href='http://www.swiftless.com/tutorials/maths/distance_formula.html' rel='bookmark' title='1. Maths Distance Formula'>1. Maths Distance Formula</a></li>
<li><a href='http://www.swiftless.com/tutorials/maths/trigonometry.html' rel='bookmark' title='6. Maths Trigonometry'>6. Maths Trigonometry</a></li>
</ol>]]></description>
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		<slash:comments>1</slash:comments>
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