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	<title>Swiftless Tutorials &#187; vertex</title>
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	<description>Game Programming and Computer Graphics Tutorials</description>
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		<title>Swiftless GLSL Shader Developer</title>
		<link>http://www.swiftless.com/software/swiftless-glsl-shader-developer.html</link>
		<comments>http://www.swiftless.com/software/swiftless-glsl-shader-developer.html#comments</comments>
		<pubDate>Mon, 14 Jun 2010 23:50:07 +0000</pubDate>
		<dc:creator>Swiftless</dc:creator>
				<category><![CDATA[Software]]></category>
		<category><![CDATA[developer]]></category>
		<category><![CDATA[fragment]]></category>
		<category><![CDATA[geometry]]></category>
		<category><![CDATA[gl]]></category>
		<category><![CDATA[GLSL]]></category>
		<category><![CDATA[open]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[shader]]></category>
		<category><![CDATA[vertex]]></category>

		<guid isPermaLink="false">http://www.swiftless.com/?p=620</guid>
		<description><![CDATA[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.


Related posts:<ol><li><a href='http://www.swiftless.com/uncategorized/swiftless-glsl-shader-developer-version-0-1a.html' rel='bookmark' title='Swiftless GLSL Shader Developer Version 0.1a'>Swiftless GLSL Shader Developer Version 0.1a</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>
<li><a href='http://www.swiftless.com/tutorials/glsl/4_lighting.html' rel='bookmark' title='4. GLSL Lighting'>4. GLSL Lighting</a></li>
</ol>]]></description>
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		<slash:comments>8</slash:comments>
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		<title>6. Terrain Vertex Buffer Objects</title>
		<link>http://www.swiftless.com/tutorials/opengl/6_vbo.html</link>
		<comments>http://www.swiftless.com/tutorials/opengl/6_vbo.html#comments</comments>
		<pubDate>Thu, 25 Mar 2010 09:07:36 +0000</pubDate>
		<dc:creator>Swiftless</dc:creator>
				<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Terrain]]></category>
		<category><![CDATA[buffer]]></category>
		<category><![CDATA[object]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[tutorial]]></category>
		<category><![CDATA[vbo]]></category>
		<category><![CDATA[vertex]]></category>

		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=263</guid>
		<description><![CDATA[<img src="http://swiftless.com/tutorials/terrain/6_vbo/6_vbo.jpg" alt="Terrain Vertex Buffer Object Tutorial Preview" width="100" height="100" align="left" hspace="5" vspace="5" />Vertex Buffer Objects are used to store vertices, their indices and other information on the graphics card, for OpenGL to access directly. They are extremely fast and effecient, and are meant to supersede Display Lists. So lets use them for our terrain!<br clear="all" />


Related posts:<ol><li><a href='http://www.swiftless.com/tutorials/terrain/7_lod.html' rel='bookmark' title='7. Terrain Level Of Detail'>7. Terrain Level Of Detail</a></li>
<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>
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		<slash:comments>15</slash:comments>
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		<title>4. GLSL Lighting</title>
		<link>http://www.swiftless.com/tutorials/glsl/4_lighting.html</link>
		<comments>http://www.swiftless.com/tutorials/glsl/4_lighting.html#comments</comments>
		<pubDate>Thu, 25 Mar 2010 06:55:44 +0000</pubDate>
		<dc:creator>Swiftless</dc:creator>
				<category><![CDATA[GLSL]]></category>
		<category><![CDATA[lighting]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[per]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[tutorial]]></category>
		<category><![CDATA[vertex]]></category>

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		<description><![CDATA[<img src="http://www.swiftless.com/tutorials/glsl/pics/4_lighting.png"/ alt="Tutorial Preview" width=100 height=100 align="left" hspace=5 vspace=5 />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.<br clear="all"/>


Related posts:<ol><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>
<li><a href='http://www.swiftless.com/tutorials/glsl/6_materials.html' rel='bookmark' title='6. GLSL Materials'>6. GLSL Materials</a></li>
<li><a href='http://www.swiftless.com/tutorials/glsl/8_bump_mapping.html' rel='bookmark' title='8. Bump Mapping in GLSL'>8. Bump Mapping in GLSL</a></li>
</ol>]]></description>
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		<slash:comments>3</slash:comments>
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		<item>
		<title>26. OpenGL Vertex Alphas</title>
		<link>http://www.swiftless.com/tutorials/opengl/vertex_alphas.html</link>
		<comments>http://www.swiftless.com/tutorials/opengl/vertex_alphas.html#comments</comments>
		<pubDate>Thu, 25 Mar 2010 06:23:54 +0000</pubDate>
		<dc:creator>Swiftless</dc:creator>
				<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[alpha]]></category>
		<category><![CDATA[blending]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[tutorial]]></category>
		<category><![CDATA[vertex]]></category>

		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=197</guid>
		<description><![CDATA[<img src="http://www.swiftless.com/tutorials/opengl/pics/vertex_alphas.jpg" alt="OpenGL Vertex Alpha Tutorial Preview" width="100" height="100" align="left" hspace="5" vspace="5" />Alpha values, just like colours, can be assigned on a per-vertex basis. This allows for varying levels of transparency across objects.<br clear="all"/>


Related posts:<ol><li><a href='http://www.swiftless.com/tutorials/opengl/vertex_colors.html' rel='bookmark' title='25. OpenGL Vertex Coloring'>25. OpenGL Vertex Coloring</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>
<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>
</ol>]]></description>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>25. OpenGL Vertex Coloring</title>
		<link>http://www.swiftless.com/tutorials/opengl/vertex_colors.html</link>
		<comments>http://www.swiftless.com/tutorials/opengl/vertex_colors.html#comments</comments>
		<pubDate>Thu, 25 Mar 2010 06:22:35 +0000</pubDate>
		<dc:creator>Swiftless</dc:creator>
				<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[color]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[tutorial]]></category>
		<category><![CDATA[vertex]]></category>

		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=195</guid>
		<description><![CDATA[<img src="http://www.swiftless.com/tutorials/opengl/pics/vertex_coloring.jpg" alt="OpenGL Vertex Coloring Tutorial Preview" width="100" height="100" align="left" hspace="5" vspace="5" />Along with assigning colours to objects, did you know you can also set colours to individual vertices? Well yes, yes you can.<br clear="all"/>


Related posts:<ol><li><a href='http://www.swiftless.com/tutorials/opengl/vertex_alphas.html' rel='bookmark' title='26. OpenGL Vertex Alphas'>26. OpenGL Vertex Alphas</a></li>
<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/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>1</slash:comments>
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