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GLSL 4.0: Discarding Fragments to Create a Perforated Look

Feb 07 2012 02:41 AM | Posted By David Wolff in OpenGL

GLSL 4.0: Using Subroutines to Select Shader Functionality

Feb 03 2012 02:38 AM | Posted By David Wolff in OpenGL

The Basics of GLSL 4.0 Shaders

Jan 27 2012 08:44 AM | Posted By David Wolff in OpenGL

OpenGL 4.0: Using Uniform Blocks and Uniform Buffer Objects

Jan 27 2012 08:39 AM | Posted By David Wolff in OpenGL

OpenGL Type Traits

Sep 30 2008 04:42 AM | Posted By Szymon Gatner in OpenGL

Using C++ Type Traits to avoid pointer specific errors in OpenGL

Excerpt from OpenGL® SuperBible: Comprehensive Tutorial and Reference, 4th Edition

Apr 28 2008 12:42 PM | Posted By Wright, Lipchak and Haemel in OpenGL

Chapter 9: Texture Mapping: Beyond the Basics

Excerpt from OpenGL® Programming Guide 6th Ed.

Apr 04 2008 05:23 PM | Posted By Shreiner, Woo, Neider, and Davis in OpenGL

A complete chapter excerpt from the latest edition of the popular OpenGL Programming Guide

Rendering efficient 2D sprites in OpenGL using Texture Rectangles

Nov 02 2007 09:14 AM | Posted By Brandon Fleming in OpenGL

Working on a 2D game using OpenGL? Want to have the same functionality of Direct3D's sprite interface (ID3DXSprite)? Learn to use texture rectangles using GL_NV_texture_rectangle, GL_EXT_texture_rectangle or GL_ARB_texture_rectangle and make things easier

Creating a GLSL Library

Oct 29 2007 09:11 PM | Posted By Don Olmstead in OpenGL

covers creating a shader library and writing a texturing and a lighting shader as a next step after reading through the Orange Book

OpenGL Frame Buffer Object 201

Dec 14 2006 12:07 AM | Posted By Rob “phantom” Jones in OpenGL

OpenGL Texture Mapping: An Introduction

Feb 29 2000 05:34 PM | Posted By Nate Miller in OpenGL

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