General OpenGL
Jump to navigation
Jump to search
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.