General OpenGL: Difference between revisions
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[[:Category:General OpenGL|General OpenGL Category Page]] | [[:Category:General OpenGL|General OpenGL Category Page]] | ||
== General | == General information == | ||
OpenGL concepts | |||
* [[OpenGL Objects]]: The standard OpenGL object model. | * [[OpenGL Objects]]: The standard OpenGL object model. | ||
* [[GL Error Codes]] | * [[GL Error Codes]] | ||
* [[ | * [[OpenGL Shading Language]] aka GLSL. | ||
* [[ | ** [[GLSL Core Language|The Language]] | ||
* [[ | ** [[GLSL Types|Types]] | ||
* [[ | *** [[GLSL Sampler|Samplers]] | ||
** [[GLSL Type Qualifiers|Type Qualifiers]] | |||
*** [[GLSL Uniform|Uniforms]] | |||
OpenGL object types and concepts | |||
OpenGL concepts | |||
* [[Texture]]s | * [[Texture]]s | ||
** [[Image Format]]s | ** [[Image Format]]s | ||
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** [[Array Texture]]s | ** [[Array Texture]]s | ||
** [[Buffer Texture]]s | ** [[Buffer Texture]]s | ||
* [[Buffer Object]]s | * [[Buffer Object]]s | ||
** [[Pixel Buffer Object]] | ** [[Pixel Buffer Object]] | ||
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* [[Query Object]] | * [[Query Object]] | ||
== Rendering pipeline == | |||
* [[Rendering Pipeline Overview]] | * [[Rendering Pipeline Overview]] | ||
* [[Vertex Specification]] | * [[Vertex Specification]] | ||
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*** [[Transparency Sorting]] | *** [[Transparency Sorting]] | ||
== FAQs and factoids == | |||
* [[FAQ]]: frequently asked questions | |||
* [[Creating an OpenGL Context]] | |||
* [[Get Context Info]]: Getting Information From GL | |||
* [[Color]] | |||
* [[OpenGL and multithreading]] | |||
* [[Debugging Tools]] | |||
* [[Common Mistakes]] | |||
* [[Common Mistakes: Deprecated]] | |||
* [[Legacy OpenGL]]: why it is better to use modern GL rather than legacy GL | |||
* [[Drawing Lines over Polygons]]: Using glPolygonOffset. | * [[Drawing Lines over Polygons]]: Using glPolygonOffset. | ||
Revision as of 22:19, 8 September 2012
General information
OpenGL concepts
- OpenGL Objects: The standard OpenGL object model.
- GL Error Codes
- OpenGL Shading Language aka GLSL.
OpenGL object types and concepts
Rendering pipeline
- Rendering Pipeline Overview
- Vertex Specification
- Vertex Rendering
- Primitive
- Vertex Shader
- Tessellation Shader
- Geometry Shader
- Transform Feedback
- Rasterization
- Fragment Shader
- Per-sample operations.
- Depth Test
- Blending: Transparency and Translucency.
FAQs and factoids
- FAQ: frequently asked questions
- Creating an OpenGL Context
- Get Context Info: Getting Information From GL
- Color
- OpenGL and multithreading
- Debugging Tools
- Common Mistakes
- Common Mistakes: Deprecated
- Legacy OpenGL: why it is better to use modern GL rather than legacy GL
- Drawing Lines over Polygons: Using glPolygonOffset.
Deprecated Functionality
The following sections are deprecated in version 3.0 and removed in 3.1 and above. You should not rely on this functionality going forward.
- Fixed Function Texture Binding: See GLSL sampler binding instead.
- Texture Combiners: See The OpenGL Shading Language instead.
- Vertex Arrays: See Buffer Object and Vertex Specification.
- Vertex Formats: See Vertex Array Object
- Shadow Mapping without shaders
- Fonts
- Vertex Transformation
- Selection mechanism
- p-buffer
- VBO - more
- VBO - just examples
- Mathematics of glTexGen
- Viewing and Transformations : Answers about Transformations.