General OpenGL: Difference between revisions
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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. | 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. | ||
* [[Texture Binding]]: See [[GLSL_Samplers#Binding_textures_to_samplers|GLSL sampler binding]] instead. | * [[Fixed Function Texture Binding]]: See [[GLSL_Samplers#Binding_textures_to_samplers|GLSL sampler binding]] instead. | ||
* [[Texture Combiners]]: See [[OpenGL Shading Language|The OpenGL Shading Language]] instead. | * [[Texture Combiners]]: See [[OpenGL Shading Language|The OpenGL Shading Language]] instead. | ||
* [[Vertex Arrays]]: See [[Buffer Object]] and [[Vertex Specification]]. | * [[Vertex Arrays]]: See [[Buffer Object]] and [[Vertex Specification]]. |
Revision as of 16:41, 17 July 2012
General Information
Articles with general OpenGL information.
- FAQ: frequently asked questions
- OpenGL Objects: The standard OpenGL object model.
- Creating an OpenGL Context
- glGetString: Getting Information From GL
- Color
- OpenGL and multithreading
- GL Error Codes
- Debugging Tools
- Common Mistakes
- Common Mistakes: Deprecated
Rendering
These articles explain topics directly related to rendering graphics with OpenGL.
- Rendering Pipeline Overview
- Buffer Objects
- Vertex Array Object
- OpenGL Shading Language aka GLSL.
- Framebuffer
- Textures
- Rasterization
- Blending: Transparency and Translucency.
- Transparency Sorting
- 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.