Table of Contents | |
Introduction |
We'll be talking about what these tutorials will cover and what they're designed to do. |
Lesson 01 Hello OpenGL |
Here we set up an OpenGL window using freeGLUT and render a quad to the screen. |
Lesson 02 Matrices and Coloring Polygons |
Here we learn how to set up our rendering coordinates and give color to our polygons. We'll also go over the very basics of how a GPU pipeline works. |
Lesson 03 The Viewport |
Here we learn how to control where on our screen we want OpenGL to render using the viewport. |
Lesson 04 Scrolling and the Matrix Stack |
In many if not most games, the game environments are larger than one screen. Here we'll learn to scroll through large environments. |
Lesson 05 Texture Mapping and Pixel Manipulation |
If you want to do 2D images in OpenGL, you want to use textured quads. Here we'll apply a checkerboard texture to our geometry. |
Lesson 06 Loading a Texture |
We created a texture from memory, now we'll load a texture from a file using DevIL. |
Lesson 07 Clipping Textures |
Often times multiple images are put onto one texture. Here we'll render a part of a texture. |
Lesson 08 Non-Power-of-Two Textures |
Here we'll render an image that doesn't have power of two dimensions. |
Lesson 09 Updating Textures |
Here we'll update a texture's pixels after creating it. |
Lesson 10 Color Keying and Blending |
In this lesson we'll give our image a transparent background and blend our image with the background. |
Lesson 11 Stretching and Filters |
Here we'll learn to stretch our texture to different sizes. |
Lesson 12 Rotation |
In this lesson, we'll make a texture rotate to make it spin. |
Lesson 13 Matrix Transformations |
Here we'll learn better way to stretch and rotate our textured quads using matrices. |
Lesson 14 Repeating Textures |
Here we'll show the same texture multiple times on the same quad. |
Lesson 15 Extensions and GLEW |
Here we'll get the latest OpenGL functionality using GLEW to get the OpenGL extensions. |
Lesson 16 Vertex Arrays |
Here we'll send vertex data to the GPU in sets instead of one by one using vertex arrays. |
Lesson 17 Vertex Buffer Objects |
In this tutorial, we'll store our vertex data on the GPU for drawing. |
Lesson 18 Textured Vertex Buffers |
Here we'll render our textured quad as a VBO. |
Lesson 19 Sprite Sheets |
Here we'll preallocate our vertex/index data for all of our sprites. |
Lesson 20 Bitmap Fonts |
Bitmap fonts are a basic way to render text to the screen. |
Lesson 21 Alpha Textures |
Up until now we've always used 32bit RGBA textures. In this tutorial we'll make a special type of texture that only has an alpha component. |
Lesson 22 Texture Blitting and Texture Padding |
Time to do some more advanced pixel manipulation to copy textures and manually pad them. |
Lesson 23 FreeType Fonts |
Here we'll render text using a True Type font. |
Lesson 24 Text Alignment |
Learn how to align your text to the top/bottom/left/right of whatever area you define. |
Lesson 25 Transforming Text |
Here we'll apply matrix transformations to text. |
Lesson 26 The Stencil Buffer |
Using the stencil buffer, you can define the portions of the screen you want to render to with geometry. |
Lesson 27 Frame Buffer Objects and Render to Texture |
Using frame buffer objects, you can render off screen. Here, we're going to render to an off screen frame buffer to render to a texture. |
Lesson 28 Antialiasing and Multisampling |
Tired of jaggies on your polygons? Using antialiasing and multisampling you can smooth out those edges. |
Lesson 29 Hello GLSL |
Modern OpenGL does its graphics operations with programmable pipelines. This tutorial will get you started with your first GLSL shader program. |
Lesson 30 Loading Text File Shaders |
Why recompile code you don't have to? In this tutorial we'll be loading our GLSL shader source code from an external file. |
Lesson 31 GLSL Matrices, Color, and Uniforms |
In this tutorial we'll be interfacing our OpenGL application with our shader programs using uniforms. |
Lesson 32 GLM Matrices |
We'll be using the GL Math library to help with matrix operations for modern OpenGL applications. |
Lesson 33 Multi-Color Polygons and Attributes |
Using attributes we can have custom per-vertex variables in our shader to draw a polygon with per-vertex coloring. |
Lesson 34 GLSL Texturing |
We'll finally use textures in our GLSL shader programs. |
Lesson 35 GLSL Font |
We'll be using a GLSL shader program to render fonts. |
Lesson 36 Vertex Array Objects |
We'll be binding all our vertex attributes to a single vertex array object. |
Conclusion |
Here's some additional tips to continue learning OpenGL. |