General OpenGL: Difference between revisions
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== Rendering == | == Rendering == | ||
These articles explain topics directly related to rendering graphics with OpenGL. | These articles explain topics directly related to rendering graphics with OpenGL. | ||
* [[ | OpenGL concepts | ||
** [[ | * [[Texture]]s | ||
** [[ | ** [[Image Format]]s | ||
* [[ | ** [[Multisample Texture]]s | ||
** [[ | ** [[Cubemap Texture]]s | ||
* [[ | ** [[Array Texture]]s | ||
** [[Buffer Texture]]s | |||
* [[OpenGL Shading Language]] aka GLSL. | * [[OpenGL Shading Language]] aka GLSL. | ||
** [[ | ** [[GLSL Core Language|The Language]] | ||
** [[GLSL Types|Types]] | ** [[GLSL Types|Types]] | ||
*** [[GLSL Sampler|Samplers]] | *** [[GLSL Sampler|Samplers]] | ||
** [[GLSL Type Qualifiers|Type Qualifiers]] | ** [[GLSL Type Qualifiers|Type Qualifiers]] | ||
*** [[GLSL Uniform|Uniforms]] | *** [[GLSL Uniform|Uniforms]] | ||
* [[Buffer Object]]s | |||
** [[Pixel Buffer Object]] | |||
** [[Uniform Buffer Object]] | |||
* [[Default Framebuffer|Framebuffer]] | * [[Default Framebuffer|Framebuffer]] | ||
** [[Framebuffer | ** [[Framebuffer Object]] | ||
** [[Depth Buffer]] | ** [[Depth Buffer]] | ||
* [[ | * [[Sync Object]] | ||
** [[ | * [[Query Object]] | ||
** [[ | |||
** [[ | The OpenGL pipeline, top to bottom. | ||
* [[Rendering Pipeline Overview]] | |||
* [[Vertex Specification]] | |||
* [[Vertex Rendering]] | |||
* [[Primitive]] | |||
* [[Vertex Shader]] | |||
* [[Tessellation Shader]] | |||
* [[Geometry Shader]] | |||
* [[Transform Feedback]] | |||
* [[Rasterization]] | * [[Rasterization]] | ||
** [[Multisampling]] | |||
* [[Fragment Shader]] | |||
* Per-sample operations. | |||
** [[Depth Test]] | |||
** [[Blending]]: Transparency and Translucency. | ** [[Blending]]: Transparency and Translucency. | ||
** [[Transparency Sorting]] | *** [[Transparency Sorting]] | ||
* [[Drawing Lines over Polygons]]: Using glPolygonOffset. | * [[Drawing Lines over Polygons]]: Using glPolygonOffset. | ||
Revision as of 22:16, 8 September 2012
General Information
Articles with general OpenGL information.
- FAQ: frequently asked questions
- OpenGL Objects: The standard OpenGL object model.
- Creating an OpenGL Context
- Get Context Info: Getting Information From GL
- Color
- OpenGL and multithreading
- GL Error Codes
- Debugging Tools
- Common Mistakes
- Common Mistakes: Deprecated
- Legacy OpenGL: why it is better to use modern GL rather than legacy GL
Rendering
These articles explain topics directly related to rendering graphics with OpenGL.
OpenGL concepts
The OpenGL pipeline, top to bottom.
- 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.
- 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.