Multisampling – Hacking FreeGLUT’s default sample count

Both FreeGLUT and GLUT allow us to define an OpenGL context with multisampling. However the number of samples is fixed (4) and I’ve not found a way to change it using the API.

In here we’re going to see how to hack FreeGLUT so that we can change the default number of samples. This can be achieved either by changing the default value, or by adding a new function to set this value.

Note: This hack should be used only for testing purposes, not for redistribution, as FreeGLUT has a large base of users which already have the official version installed.

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OpenGL Framebuffer Objects Tutorial

OpenGL renders to framebuffers. By default OpenGL renders to screen, the default framebuffer that commonly contains a color and a depth buffer. This is great for many purposes where a pipeline consists of a single pass, a pass being a sequence of shaders. For instance a simple pass can have only a vertex and a … Read more

Flipcode is back!

Flipcode has been down for about 7 years, but it is back since August 🙂 This was one of the reference sites for people in CG in its glory days. Glad to see you back, and all the best for the site. I’ve added flipcode to the the permanent list of links on the right … Read more

Update on GLSL Core Tutorial

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.

OpenGL Atomic Counters

A Lighthouse3D short tutorial on OpenGL atomic buffers is now available in here. The tutorial covers both the OpenGL and GLSL definition and usage. As the official documentation, and demos on the net are not abundant, it is difficult to be too assertive in some issues. Everything on the tutorial has been tested and it … Read more