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.

Advances in Real-Time Rendering in Games – Siggraph 2012 Slides

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 … Read more

Shader Library is the latest addition to VS*L

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 … Read more

Beyond Programmable Shading

A Siggraph 2010 course “There are strong indications that the future of interactive graphics programming is a model more flexible than today’s OpenGL/Direct3D pipelines. As such, graphics developers need to have a basic understanding of how to combine emerging parallel programming techniques and more flexible graphics processors with the traditional interactive rendering pipeline. The first … Read more