OpenGL

OpenGL Bounding Sphere Tutorial PreviewAt present, none of our OpenGL shapes can interact with each other, that is because OpenGL is purely graphics, it doesn't handle physics, so using the Euclidean distance algorithm, we can implement some basic bounding sphere collision ourselves.
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  • March 25, 2010
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OpenGL Basic Shadow Tutorial PreviewWith lighting, comes shadowing. This tutorial takes a basic stencil buffer, and uses it as a stencil to draw a basic shadow on to it.
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  • March 25, 2010
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OpenGL Vertex Alpha Tutorial PreviewAlpha values, just like colours, can be assigned on a per-vertex basis. This allows for varying levels of transparency across objects.
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  • March 25, 2010
OpenGL Vertex Coloring Tutorial PreviewAlong with assigning colours to objects, did you know you can also set colours to individual vertices? Well yes, yes you can.
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  • March 25, 2010
OpenGL Camera 3Tutorial PreviewThe first person camera is done, lets take a look at the third person camera, which is essential any type of Role Playing Game. The best part is, this tutorial uses most of the same code as the previous camera tutorial. Just some minor changes to entirely change the feel of your game.
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  • March 25, 2010
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OpenGL Camera 2 Tutorial PreviewHere I will be extending upon the previous OpenGL Camera tutorial, and adding a strafe feature (moving side to side). A game without strafing, is going to be terrible, especially when it comes to multiplayer when strafing against enemy fire is essential.
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  • March 25, 2010
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OpenGL Camera Tutorial PreviewIf you look at making any game where the scene is larger than can be displayed in the window at once, then you are going to need some type of camera system. This is the first of several tutorials on building a first person camera system.
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  • March 25, 2010
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OpenGL Display List Tutorial PreviewDisplay lists are a cached version of a set of OpenGL calls, which can be called again and again, at quicker framerates than writing the code over and over again. There is much controversy over the use of these against Vertex Buffer Objects in relation to speed, so I will show you both, starting with display lists in this tutorial.
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  • March 25, 2010
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OpenGL Mipmap Tutorial PreviewMip maps are an essential texture extension, which creates scaled down versions of a texture and uses them when an object gets further away, or closer to the near plane. This scaled down version of the texture, makes for nicer, smoother looking textures.
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  • March 25, 2010
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