SGI OpenGL 3 Programming: Basic Tutorials

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April 26 - 30 2010
Reading, UK

This course discusses both the classic fixed-function pipeline and the more modern programmable shader pipeline in OpenGL.

Students learn by developing OpenGL 3.0 applications (based on open-source frameworks: freeglut and GLEW - The OpenGL extension Wrangler) through a series of lab exercises on Linux-based systems.

Topics Covered

  • Creating Windows
  • Rendering Primitives
  • Basic Transformations
  • 3D Viewing and Modeling
  • Depth Buffering and Hidden Surface Removal
  • Animation
  • Input and Window Events
  • Alpha Blending
  • Antialiasing
  • Text
  • Lighting
  • Display Lists
  • Basic Texture Mapping
  • Vertex Arrays
  • Vertex Buffer Objects
  • Programmable Shaders (GLSL)
  • Vertex Shaders
  • Fragment Shaders


Upon completion of this course, the student should be able to:

  • Write programs with the OpenGL graphics interface to draw 3D, lighted, texture mapped, antialiased, wire frame and solid geometry.
  • Write programs where objects or viewpoints are animated under interactive control from the mouse and keyboard.
  • Write a vertex shader and fragment shader application using GLSL.


This course is intended for:

  • Programmers who will be writing graphics applications with OpenGL
  • Students who are familiar enough with UNIX/Linux that they can manipulate directories and edit files
  • Students who understand matrices and the mathematical operations which can be performed on them. Please note:
    • C programming skills are necessary and will be used in class
    • The student is over qualified if he/she can write programs with OpenGL that display 3D, depth-buffered, lighted, textured objects in motion.