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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
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











