The Lighthouse3D GLSL Core Tutorial has been updated with a few sections, namely how to check the result of the compilation and linking operations, freeing up resources, and how do shaders communicate between themselves on modern OpenGL. The shader interfaces are presented and discussed, with examples and a comparison between the several mechanisms OpenGL provides.
Since I’m one of the authors of a couple of chapters in this book I’ll refrain from commenting on it. Check out the companion site, it is full of information, includes 5 sample chapters and all the companion source code.
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 ).
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.
VSMathLib, a part of the Very Simple Libraries framework, has suffered a minor update. The modelview matrix has been split into two matrices: model and view. The modelview matrix is still available, but now it is a computed matrix. The programmer should use the two individual matrices, model and view, and the lib will compute the modelview, actually called VIEW_MODEL, as required.
The PROJMODELVIEW has been renamed to PROJ_VIEW_MODEL since this is the actual order of the matrix multiplication.
Besides that the lib works as usual. Comments are most welcome as usual.
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.
One of the bugs reported in here has been corrected. The uniform buffer data size is now reported correctly.
The other two bugs remain, unfortunately. Querying the primitive counter still gives zero, and glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB) still crashes the application.
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.
Jason L. McKesson has completed a new section on his online book. This section covers Texturing.