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GLSL 4.0: Discarding Fragments to Create a Perforated Look
Feb 06 2012 08:41 PM | Posted By David Wolff
in OpenGL
Fragment shaders can make use of the discard keyword to "throw away" fragments. Use of this keyword causes the fragment shader to stop execution, without writing anything (including depth) to the output buffer. This provides a way to create holes in polygons without using blending. In fact, since fragments are completely discarded, there is no dependence on the order in which objects ar...
GLSL 4.0: Using Subroutines to Select Shader Functionality
Feb 02 2012 08:38 PM | Posted By David Wolff
in OpenGL
In GLSL, a subroutine is a mechanism for binding a function call to one of a set of possible function definitions based on the value of a variable. Subroutines therefore provide a way to select alternate implementations at runtime without swapping shader programs and/or recompiling, or using if statements along with a uniform variable.In this article by David Wolff, author of OpenGL 4.0 Shading...
The Basics of GLSL 4.0 Shaders
Jan 27 2012 02:44 AM | Posted By David Wolff
in OpenGL
Shaders give us the power to implement alternative rendering algorithms and a greater degree of flexibility in the implementation of those techniques. With shaders, we can run custom code directly on the GPU, providing us with the opportunity to leverage the high degree of parallelism available with modern GPUs.This article by David Wolff, author of OpenGL 4.0 Shading Language Cookbook, provide...
OpenGL 4.0: Using Uniform Blocks and Uniform Buffer Objects
Jan 27 2012 02:39 AM | Posted By David Wolff
in OpenGL
If your OpenGL/GLSL program involves multiple shader programs that use the same uniform variables, one has to manage the variables separately for each program. Uniform blocks were designed to ease the sharing of uniform data between programs. In this article by David Wolff, author of OpenGL 4.0 Shading Language Cookbook, we will create a buffer object for storing the values of all the uniform v...
OpenGL Type Traits
Sep 29 2008 10:42 PM | Posted By Szymon Gatner
in OpenGL
Using C++ Type Traits to avoid pointer specific errors in OpenGL
OpenGL Frame Buffer Object 201
Dec 13 2006 06:07 PM | Posted By Rob “phantom” Jones
in OpenGL
IntroductionIn the last OpenGL Framebuffer object article we covered the basic usage of an FBO for rendering to a single texture and then applying that texture some where else. However this isn’t allthe FBO extension can do; indeed one of the integrated features of this extension which was touched upon briefly in the last article was that of attachment points.In this article we’ll go a little...
OpenGL Texture Mapping: An Introduction
Feb 29 2000 11:34 AM | Posted By Nate Miller
in OpenGL
This article will cover the basics of texture mapping in OpenGL. This includes the uploading of the texture to the video memory and the application of the texture onto geometry. This article will not cover the actual loading of the texture data itself. That is left up to the reader. If you have prior experience in OpenGL texture mapping I suggest that you pass on reading this article unless you...

