Download Anton's OpenGL 4 Tutorials by Anton Gerdelan PDF

Graphics Multimedia

By Anton Gerdelan

This booklet is a pragmatic consultant to beginning 3d programming with OpenGL, utilizing the newest model. it will go well with a person studying 3d programming that wishes a pragmatic consultant with a few aid for universal difficulties. the cloth is frequently utilized in this manner by way of collage classes and hobbyists. This e-book is a suite of worked-through examples of universal real-time rendering innovations as utilized in games or pupil initiatives. There also are a few chapters or brief articles for tips and tips - not-so-obvious concepts that could upload loads of worth to initiatives or allow you to locate difficulties. the assumption is to be anything like a lab handbook - to get you going and over the trickier and extra complicated hurdles offered via the API.

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We are only using a single vertex buffer, so we know that it will be attribute location 0. The glVertexAttribPointer function defines the layout of our first vertex buffer; "0" means define the layout for attribute number 0. "3" means that the variables are vec3 made from every 3 floats (GL_FLOAT) in the buffer. You might try compiling at this point to make sure that there were no mistakes. Shaders We need to use a shader programme, written in OpenGL Shader Language (GLSL), to define how to draw our shape from the vertex attribute object.

We will discuss the functionality of shaders and the hardware architecture. We will create more complex objects with more than 1 vertex buffer, and look at loading geometry from a file. Extended Initialisation So, following on from the minimal start-up last time, it's useful to get some statistics on what the computer's video driver can handle, and specify some additional parameters for start-up. Our GL programme will dump a lot of information, which can be a little infuriating to pick through when there's a problem, so we'll start by setting up a log file for capturing GL-related output.

We will start with the top point, and proceed clock-wise in order: xyzxyzxyz. The order should always be in the same winding direction, so that we can later determine which side is the front, and which side is the back. We can start writing this under the "/* OTHER STUFF GOES HERE NEXT */" comment, from above. 0f }; We will copy this chunk of memory onto the graphics card in a unit called a vertex buffer object (VBO). To do this we "generate" an empty buffer, set it as the current buffer in OpenGL's state machine by "binding", then copy the points into the currently bound buffer: GLuint vbo = 0; glGenBuffers (1, &vbo); glBindBuffer (GL_ARRAY_BUFFER, vbo); glBufferData (GL_ARRAY_BUFFER, sizeof (points), points, GL_STATIC_DRAW); The last line tells GL that the buffer is the size of 9 floating point numbers, and gives it the address of the first value.

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