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.
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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.
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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.
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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.
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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.
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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.
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.
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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.
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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.
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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.
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