General OpenGL: Difference between revisions
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[[:Category:General OpenGL|General OpenGL Category Page]] | |||
== General information == | |||
OpenGL concepts | |||
* [[OpenGL Objects]]: The standard OpenGL object model. | |||
* [[OpenGL Error Codes]] | |||
[[OpenGL Shading Language]] aka GLSL. | |||
{{shader list}} | |||
OpenGL object types and concepts | |||
{{object list}} | |||
== Rendering pipeline == | |||
{{pipeline list}} | |||
== FAQs and factoids == | |||
* [[FAQ]]: frequently asked questions | |||
** [[FAQ/Color]] | |||
* [[Creating an OpenGL Context]] | |||
* [[Get Context Info]]: Getting Information From GL | |||
* [[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 [[Use Texture With Shader|GLSL sampler binding]] instead. | |||
* [[Texture Combiners]]: See [[OpenGL Shading Language|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. | |||
[[Category:General OpenGL]] |
Latest revision as of 15:25, 22 April 2019
General information
OpenGL concepts
- OpenGL Objects: The standard OpenGL object model.
- OpenGL Error Codes
OpenGL Shading Language aka GLSL.
- Shader
- The core language
- Variable types
- Built-in variables
- Interface blocks
- SPIR-V
- Shader stages:
- Other shading languages
OpenGL object types and concepts
- Buffer Objects
- Vertex Array Objects
- Textures
- Asynchronous query objects
- Framebuffer Objects
- Unconventional objects:
Rendering pipeline
- Vertex Specification
- Vertex Processing
- Vertex Post-Processing
- Primitive Assembly
- Rasterization
- Fragment Shader
- Per-Sample Processing
FAQs and factoids
- FAQ: frequently asked questions
- Creating an OpenGL Context
- Get Context Info: Getting Information From GL
- 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.