![]() ![]() > OpenGL, Win32, GLEW, FreeImage, GLM > Loading GLSL shaders > Camera > GLSL 1.2 vertex shader and fragment shader > OpenGL 2.1 tutorials Win32 framework > God rays > GLSL cube mapping > GLSL normal mapping > GLSL shadow mapping > Fast realistic soft penumbra shadows > Sun rays, lens flare, halo > Atmospheric light scattering > Planet Earth from space > Interactive water surface, light reflection and refraction, caustic > Water waves GPU algorithm > Loading, picking and moving objects > GLSL shadow cube mapping > High dynamic range, bloom > Screen space ambient occlusion > First person camera, collision detection, gravity, jump, crouch > Terrain > Binary space partitioning tree > Terrain, BSP tree, frustum culling, sorting, shadow mapping <<ĭeferred renderer draws to a color, depth and an additional view space normal buffer and performs lighting as a kind of post-processing step. ![]() This tutorial covers regular and OpenGL 3+ forward compatible rendering context initialization in a Win32 window, fullscreen mode, FPS counter, extension handling using GLEW, multisample antialiasing, texture loading using FreeImage, trilinear anisotropic texture filtering, GLSL vertex and fragment shader programs loading with info log if errors occurred, vector and matrix operations and third person camera implementation using GLM. ![]()
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