OpenGL: Difference between revisions

41 bytes added ,  5 March 2023
m
replacing 404 link with archive link
m (using archived page for 404 link)
m (replacing 404 link with archive link)
 
Line 13: Line 13:


==Learning OpenGL==
==Learning OpenGL==
If you are looking for an introduction to modern OpenGL, with shaders and such, then [http://www.opengl-tutorial.org/ opengl-tutorial.org] is a good place to look. [https://www.3dgep.com/introduction-to-opengl-and-glsl/#OpenGL_1x_Fixed-Function_Pipeline THIS] mini-tutorial is also a good place to start, as it fully details the creation of an interactive OpenGL/freeglut app (however, the camera class used by the author is no longer available for download).
If you are looking for an introduction to modern OpenGL, with shaders and such, then [http://www.opengl-tutorial.org/ opengl-tutorial.org] is a good place to look. [http://web.archive.org/web/20221114170719/https://www.3dgep.com/introduction-to-opengl-and-glsl/#OpenGL_1x_Fixed-Function_Pipeline THIS] mini-tutorial is also a good place to start, as it fully details the creation of an interactive OpenGL/freeglut app (however, the camera class used by the author is no longer available for download).


If you are more specifically interested in normal mapping, then a really neat GLSL snippet can be found [http://www.geeks3d.com/20130122/normal-mapping-without-precomputed-tangent-space-vectors/ HERE] (an implementation of normal mapping that uses no precomputed TBN matrices and does all the tangent space math at shader level).
If you are more specifically interested in normal mapping, then a really neat GLSL snippet can be found [http://www.geeks3d.com/20130122/normal-mapping-without-precomputed-tangent-space-vectors/ HERE] (an implementation of normal mapping that uses no precomputed TBN matrices and does all the tangent space math at shader level).