
Driver capabilities will display a window containing the OpenGL information of your current graphics card. Here you can look for possible limitations, as well as the maximum number of …
A typical program that uses OpenGL begins with calls to open a window into the framebufer into which the program will draw. Calls are made to allocate a GL context which is then associated …
In this chapter we will explain some basic shaders, showing the basic operations of the OpenGL Shading Language and how to achieve some simple effects. We’ll also cover the access to to …
The functions in the table below provide access to textures through samplers, as setup through the OpenGL API. Texture properties such as size, pixel format, number of dimensions, filtering …
Built-In Variables [7] Shaders communicate with fixed-function OpenGL pipeline stages and other shader executables through built-in variables.
The OpenGL® Shading Language is several closely-related languages which are used to create shaders for each of the programmable processors contained in the OpenGL processing pipeline.
One of the major accomplishments in the specification of OpenGL [16, 12] was the isolation of window system dependencies from OpenGL’s rendering model. The result is that OpenGL is …
The heavy black arrows in this illustration show the OpenGL pipeline and indicate data flow. Blue blocks indicate various bufers that feed or get fed by the OpenGL pipeline. Green blocks …
Once a slot has been established, we can then send the attributes to OpenGL just like standard attributes and vertices. There are two ways to do this: immediate mode and vertex arrays.
In this section, we’ll be discussing the basic geometric primitives that OpenGL uses for rendering, as well as how to manage the OpenGL state which controls the appearance of those primitives.