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May 312012
 

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.

Feb 212012
 

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.

Jan 022012
 

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.

Dec 092011
 

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.

Dec 052011
 

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.