General OpenGL: Difference between revisions
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* [[FAQ]]: frequently asked questions | * [[FAQ]]: frequently asked questions | ||
** [[FAQ/Color]] | |||
* [[Creating an OpenGL Context]] | * [[Creating an OpenGL Context]] | ||
* [[Get Context Info]]: Getting Information From GL | * [[Get Context Info]]: Getting Information From GL | ||
* [[OpenGL and multithreading]] | * [[OpenGL and multithreading]] | ||
* [[Debugging Tools]] | * [[Debugging Tools]] |
Revision as of 18:57, 7 February 2015
General information
OpenGL concepts
- OpenGL Objects: The standard OpenGL object model.
- GL 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.