- published: 14 May 2014
- views: 75253
Open Graphics Library (OpenGL) is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics. The API is typically used to interact with a graphics processing unit (GPU), to achieve hardware-accelerated rendering.
Silicon Graphics Inc., (SGI) started developing OpenGL in 1991 and released it in January 1992; applications use it extensively in the fields of computer-aided design (CAD), virtual reality, scientific visualization, information visualization, flight simulation, and video games. OpenGL is managed by the non-profit technology consortium Khronos Group.
The OpenGL specification describes an abstract API for drawing 2D and 3D graphics. Although it is possible for the API to be implemented entirely in software, it is designed to be implemented mostly or entirely in hardware.
The API is defined as a set of functions which may be called by the client program, alongside a set of named integer constants (for example, the constant GL_TEXTURE_2D, which corresponds to the decimal number 3553). Although the function definitions are superficially similar to those of the programming language C, they are language-independent. As such, OpenGL has many language bindings, some of the most noteworthy being the JavaScript binding WebGL (API, based on OpenGL ES 2.0, for 3D rendering from within a web browser); the C bindings WGL, GLX and CGL; the C binding provided by iOS; and the Java and C bindings provided by Android.
This complimentary course, originally presented at the SIGGRAPH 2013 conference, provides an accelerated introduction to programming OpenGL, emphasizing the most modern methods for using the library. In recent years, OpenGL has undergone numerous updates, which have fundamentally changed how programmers interact with the application programming interface (API) and the skills required for being an effective OpenGL programmer. The most notable of these changes, the introduction of shader-based rendering, has expanded to subsume almost all functionality in OpenGL. This course is presented by Edward Angel of the University of New Mexico and Dave Shreiner of ARM, Inc. To learn about other free, informative videos and the complete educational offerings at the annual SIGGRAPH conference, visit ht...
I started this project in early October 2016, and finally I have enough to show of it for a video. I made for the sake of learning and for fun. I had to learn things that I had never done before in order to create this project such as raycasting and multi-threading. You can view the source here: https://github.com/Hopson97/MattCraft Also view: ASCIImon: Pokemon as an ASCII game https://www.youtube.com/watch?v=_catGKf-yCk More info: Hello! So about a year and half ago, around March 2015, I knew nothing about real programming, except some stuff from Scratch that is nothing like real programming. My initial goal was to create a Minecraft clone, as that is my favorite game. I started off with C#, and made some crummy console games, but I knew that C++ would be the best for game so I bo...
Tutorial series about programming 3D water using OpenGL! Introduction video to the series! Simple water code: https://www.dropbox.com/sh/12d3xzwvnnrtmeu/AACvVqVYhreekjGKLE1TH7dka?dl=0 Some relevant classes from our engine (for people who didn't do my other tutorials): https://www.dropbox.com/sh/sqqfm1s0vxcqf8u/AABbLq5j6-LUco1atIS5D84Ya?dl=0 Common Problems: -If the edges of the water quad look a bit jagged (especially when you zoom out with the camera) then you may have a problem with the precision of the depth buffer. This can be fixed by increasing the NEAR_PLANE value of your projection matrix in the MasterRenderer, or by changing "new PixelFormat()" to "new PixelFormat().withDepthBits(24)" when creating the display. Tumblr: http://thinmatrix.tumblr.com/ Facebook Page: https://w...
This video covers all the basics necessary to start running an OpenGL project in C++ and display a teapot. No programming experience necessary (though it helps). I can continue this if there is enough interest, so let me know if you would like me to! My Second Channel: https://www.youtube.com/c/TheHappierCat2 Follow me on Twitter: https://twitter.com/TheHappieCat Or Facebook: https://www.facebook.com/TheHappieCat/ Subreddit: https://www.reddit.com/r/TheHappieMakers/ Twitch: twitch.tv/happiecat Links: Visual Studio Install: https://www.visualstudio.com/en-us/products/visual-studio-express-vs.aspx GLEW Install: http://sourceforge.net/projects/glew/files/glew/1.9.0/ FreeGLUT: http://www.transmissionzero.co.uk/software/freeglut-devel/ Sample code: http://pastebin.com/R6kWpN6F
Codeblocks + freeglut setup. drawing glBegin + glEnd + rotation + translation in opengl . [[ I may have cut out my mistakes and stupid errors, but i did not, they are a good lesson]] First Workshop of the OpenGL2Go Workshop series. Kai Niklas from ( deCode GmbH ) introduces you to the basics of OpenGL using CodeBlocks and FreeGlut. Links used in the Video: OpenGL2Go Blog / Podcast: http://www.opengl2go.net Live Stream: http://www.twitch.tv/opengl2go Skype Group: https://join.skype.com/kFwvHmd1IiU3 Free IDE: http://www.codeblocks.org/downloads/26 FreGLUT OpenGL Framework: http://www.transmissionzero.co.uk/software/freeglut-devel/ Webpages: http://www.opengl-trainer.com http://www.decode-it.de Watch out for upcoming Workshops on: www.opwngl2go.net
Vulkan API supports multithreading, which is particularly important for mobile platforms. Multithreading enables the system to balance the workload across multiple CPUs, allowing for lower voltage and frequency. The results give considerable energy savings compared to OpenGL ES API.
First episode in a new series about implementing skeletal animation using OpenGL! In this episode I give you an overview of the entire animation system and explain some of the concepts behind animating a model. In the upcoming tutorials we'll have a much more detailed look at the various parts of the system, including all the code and maths that's involved. Code and Demo Download: https://drive.google.com/drive/folders/0B4_SgVGfVtFWVUN5MGF6SWpta00?usp=sharing GitHub Repository: https://github.com/TheThinMatrix/OpenGL-Animation Blender Tutorials by Sebastian Lague: https://www.youtube.com/playlist?list=PLFt_AvWsXl0fEx02iXR8uhDsVGhmM9Pse Next Episode: https://youtu.be/F-kcaonjHf8 Support the series on Patreon: https://www.patreon.com/thinmatrix Facebook Page: https://www.facebook.com/...
Should I learn OpenGL or DirectX? The competition between those 2D and 3D graphical programming interface is almost as bad as the Apple versus Microsoft wars. Apple won that one. Microsoft is doing a good job with DirectX. How many people do you know with a Microsoft phone? I could find more people with Blackberries. The latest version of DirectX has a unified development kit now, as well as a greater flexibility. OpenGL already lets people build good, interactive games on mobile devices, gaming consoles and personal computers. Windows DirectX is Windows compatible. OpenGL is faster than it, even on a Windows machine. Those trials were surprising, especially given that the OpenGL team had only been tweaking it to run on Windows for a few months. Whereas DirectX has had a decade t...
Thank you for watching my first programming tutorial! My goal was to make a video tutorial that was different, fun, and entertaining to watch and hopefully learn something from. I apologize for moving so fast, but I felt an 8 minute video that you can pause, study, and learn from is better than a 25 minute video that is at a slow pace. And of course since I love making 3D animation too, I wanted to help by creating visuals since I am a visual learner. Thank you and have a great day programming! The song was created by this talented guy so check out his channel if you like it. Link: https://www.youtube.com/user/216V0/videos