Self Shadow has published a collection of links for the 2012 Siggraph’s materials. This includes courses, BOFs, talks, posters, etc… Also available is a collection of links for Siggraph 2011.
This course is the next installment in the established series of SIGGRAPH courses on real-time rendering. It presents the best graphics practices and research from the game-development community and provides practical and production-proven algorithms. The focus of the course is on the intersection between the game-development community and state-of-the-art 3D graphics research, and the potential for cross-pollination of knowledge in future games and other interactive applications.
Slides are available in here.
I’ve been working for some time with wxWidgets. The only thing I’ve missed, regarding OpenGL, is the ability to define my own OpenGL context, in particular Core profile and Debug contexts.
To be able to set a context we, or the toolkit we’re using, must use the
wglCreateContextAttribsARB function, as defined in the WGL_ARB_create_context extension. As it happens, wxWidgets uses
wglCreateContext, hence no OpenGL context can be explicitly defined using the provided source code for the current release (2.9.4).
The solution is for the Windows platform, but other platforms should be as easy to change as well.
Note: I make no claim regarding the quality of the solution, it worked for me, and that’s all I claim. If anyone knows of a better way of doing this comments are most welcome, as they may prove useful for other readers (and me as well ).
The University of California UC Davis, has an excellent introductory course on Computer Graphics (21 lectures, close to an hour each), available through iTunes University. The course is given by Kenneth Joy, who does an amazing job, providing very clear and easy to follow lectures.
The course objectives are described in here.
Bloodshed Dev-C++ is a full-featured Integrated Development Environment (IDE) for the C/C++ programming language. It uses Mingw port of GCC (GNU Compiler Collection) as it’s compiler. Dev-C++ can also be used in combination with Cygwin or any other GCC based compiler.
Here is a short tutorial that was pointed to me to setup Dev C++ with OpenGL. The tutorial is from the collection of Programming Tutorials and Lecture Notes from the Computer Science Department of Central Connecticut State University.
The updated version of GLSL tutorial. Only the core version will be dealt in this tutorial.
The tutorial is, and will be in the near future, in construction. I don’t plan to close it, at least in the near future, unless a new version of OpenGL changes everything again.
I’ll be adding content from time to time, initially to get the base complete, and afterwards to provide examples.
The tutorial does not intend to replace the specs as THE source to fully grasp GLSL and OpenGL. The specs are essential, but can be hard to start learning. So consider the tutorial as a gentle introduction to the theme.
As always, your cooperation is a must to get things right. Tutorials always have bugs, mistakes, and things that are not clearly explained. Furthermore, I might get somethings wrong, but please be gentle Your feedback is important.
Well, this is it. Have fun playing with GLSL and OpenGL!
Move on to the Index.
Very Simple OpenGL Information Lib – OpenGL has a rich set of functions to query its state. It is possible to get information on just about anything, from which shaders are attached to a program, to the values of uniforms, or the properties of the textures currently bound.
However, it is also true, that to get some of this information a lot of code is required. When debugging, we end up writing code to access this and that information over and over again.
This lib attempts to provide all the information with a minimal effort to the developer, for textures, buffers, GLSL programs, shaders, and variables, and a few more items.
Two more libs are available in the VS*L framework. With these new additions it is possible to use Assimp to load 3D models, and render them with core OpenGL. The libs store the meshes in VAOs, and use VSShaderLib and VSMathLib to simplify the rendering with shaders with almost any uniform variable configuration.
VSML has been renamed to VSMathLib. Too many libs in the pipeline to keep naming them with a single letter
The M stood for Matrix, yet as now the library also contains vector operations, I think the new name fits better with the content.
Another addition is the availability of the normal and projection-view-model matrices. These are commonly used in shaders, and it doesn’t make sense to keep computing it for every vertex.
Finally, the lib now works with the VSShaderLib to provide a more general method for uniform variable settings.
Bug reports are most welcome.
Shaders are the core of the rendering process. OpenGL core profile requires us to provide our own shaders, no more fixed function.
Using shaders means more flexibility, but it also implies more work. This is where this lib steps in.
VSShaderLib was designed to make our life easier. It allows to create programs, load shaders from files, associate vertex attribute names with locations, and work with uniforms, including uniforms in named blocks. It also provides access to the info logs.