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TIGSource ForumsCommunityTownhallForum IssuesArchived subforums (read only)TutorialsPlugging my OpenGL example collection
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Author Topic: Plugging my OpenGL example collection  (Read 3237 times)
JakobProgsch
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« on: July 03, 2012, 02:26:33 AM »

Hi, so I started writing example codes for OpenGL 3+ a few weeks ago. I was annoyed with most resources using deprecated functionality and most of the sources being in tutorial form. Often the tutorials wrap away functionality in a framework (which imho gets in the way of actually learning OpenGL) and focus on doing stuff with OpenGL instead of actual OpenGL functionality. As a result its very hard to actally find clean examples for more advanced features like instancing, geometry shaders, transform feedback, uniform buffers etc.

So I set out to provide such a collection. All the examples are self contained in a single file up to some "canonical libraries" (glew, glfw, glm).

https://github.com/progschj/OpenGL-Examples

Any feedback and/or suggestions are welcome.
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Serapth
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« Reply #1 on: July 03, 2012, 06:02:31 AM »

Nice clean code, good to see, I agree completely at the lack of good OpenGL samples out there.  Keep it up.
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RabidFrog
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« Reply #2 on: July 03, 2012, 06:52:50 AM »

Hi, so I started writing example codes for OpenGL 3+ a few weeks ago. I was annoyed with most resources using deprecated functionality and most of the sources being in tutorial form. Often the tutorials wrap away functionality in a framework (which imho gets in the way of actually learning OpenGL) and focus on doing stuff with OpenGL instead of actual OpenGL functionality. As a result its very hard to actally find clean examples for more advanced features like instancing, geometry shaders, transform feedback, uniform buffers etc.

So I set out to provide such a collection. All the examples are self contained in a single file up to some "canonical libraries" (glew, glfw, glm).

https://github.com/progschj/OpenGL-Examples

Any feedback and/or suggestions are welcome.

I think i love you
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Serapth
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« Reply #3 on: July 03, 2012, 07:29:10 AM »

I just made another post about them here, summarizing the contents of each tutorial.

This is good work and deserves additional exposure.  You should reddit them too, good OpenGL resources really are scarce.
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JakobProgsch
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« Reply #4 on: July 03, 2012, 03:30:42 PM »

I just made another post about them here, summarizing the contents of each tutorial.

This is good work and deserves additional exposure.  You should reddit them too, good OpenGL resources really are scarce.
Thanks! :D I'm new to this reddit thing so I hope I did it correctly: http://redd.it/w062o Smiley
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gupta_shvm
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« Reply #5 on: July 04, 2012, 03:10:51 AM »

Thanks a lot. Really appreciate it. I've been looking for this kind of thing for a while.

I borrowed a copy of the 7th edition of the red book from a local library but I believe it still teaches some deprecated functionality. Would you recommend using it anyway? If not, any suggestions on what to use?
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JakobProgsch
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« Reply #6 on: July 04, 2012, 05:01:37 AM »

I borrowed a copy of the 7th edition of the red book from a local library but I believe it still teaches some deprecated functionality. Would you recommend using it anyway? If not, any suggestions on what to use?

I can't really give advice on books since all I have is one from 2000. I learned modern OpenGL mostly by cross referencing examples with the reference pages and specs. These: http://www.arcsynthesis.org/gltut/ are also nice.
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JakobProgsch
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« Reply #7 on: July 04, 2012, 04:06:37 PM »

I just added a new example for timer queries and occlusion queries + conditional render. Sadly the simples example I could come up with was a voxel/cube renderer so its 700 lines long (on the other hand it's a 700 line voxel renderer with occlusion queries! :D).

https://github.com/progschj/OpenGL-Examples/blob/master/10queries_conditional_render.cpp
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JakobProgsch
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« Reply #8 on: August 01, 2012, 05:39:47 AM »

Since last time I posted here there have been two new examples.
I did tessellation (OpenGL4) at the example of a displacement terrain (also note how there is no vbo Wink): https://github.com/progschj/OpenGL-Examples/blob/master/11tesselation.cpp
video:



And also ARB_shader_image_load_store (which is a core features in 4+ but available on most OpenGL 3 hardware) which i used to solve electromagnetic wave equations but you could for example do a water surface that way also: https://github.com/progschj/OpenGL-Examples/blob/master/12shader_image_load_store.cpp
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