Nehe's good website and tricks
- OpenGL Game Development Tutorials
- OpenGL Game Development Tutorials
- Latest Nehe's news
- Code Resources
- gamedev-net/nehe-opengl on GitHub
- Creating an OpenGL Window (Win32)
- OpenGL windows api
- OpenGL 4.x Initialization in Windows without a Framework
- Khronos OpenGL® Registry
- 5 Microsoft Windows Specifics
- Concentration of all The Lessons in Common Library GLSummary in MFC
- 50 OpenGL MFC Projects in One
- Articles by Petrov Vladimir (Articles: 15)
- OpenGL
- OpenGL Programming with Windows MFC
- OpenGL FAQ and Troubleshooting Guide
- OpenGL Faq - Ms Window Spec
- OpenGL, Windows and 3dfx FAQs
- Creating an OpenGL Context (WGL)
- OpenGL & Window System Integration
- Tutorial 1 – The OpenGL Window
- Introduction to OpenGL
- GLFW has long delay when creating a window
- Lecture 2: Introduction to OpenGL/GLUT (Part 1)
Win32 OpenGL examples
it has some good Win32 tutorials and set up.
OpenGL Game Development Tutorials, very good tutorials
Nehe's Topics
Nehe's website .
Warning: This article describes legacy OpenGL APIs that have been removed from core OpenGL 3.1 and above (they are only deprecated in OpenGL 3.0). It is recommended that you not use this functionality in your programs.
All lessons from Nehe
Welcome to my OpenGL tutorials. I am an average guy with a passion for OpenGL! The first time I heard about OpenGL was back when 3Dfx released their Hardware accelerated OpenGL driver for the Voodoo 1 card. Immediately I knew OpenGL was something I had to learn. Unfortunately, it was very hard to find any information about OpenGL in books or on the net. I spent hours trying to make code work and even more time begging people for help in email and on IRC. I found that those people that understood OpenGL considered themselves elite, and had no interest in sharing their knowledge. VERY frustrating!
I don’t think it is so complicated. You have to know what some of WGL functions do. Only the following functions are important: ChoosePixelFormat - tests if chosen pixel format of the window is appropriate for the GL, and retrieves the most similar one if not; SetPixelFormat - sets the chosen pixel format; wglCreateContext - creates GL 2.1 (or earlier) context; wglDeleteContext - deletes previously created context (usually on application exit) wglMakeCurrent - makes GL context current for the calling thread (a context can be current only in one thread at the time); SwapBuffers - swaps front and back buffer (in double-buffer mode, it enables you to see what you have drawn; it should be the last command in your draw function); wglGetProcAddress - enables to grab the function pointer from the driver (important only if you want to do extension handling “on your own”).
If you want to open an OpenGL window, most of tutorials and books will tell you to use GLFW, FreeGLUT or SDL framework. Just call glfwInit(), glfwCreateWindow() and you are done. However, if you need to write a size-limited executable or simply don’t want to create another dependency, you have to take care of this by yourself. This is how to do it “the hard way”.
The OpenGL Registry contains specifications of the core API and shading language; specifications of Khronos- and vendor-approved OpenGL extensions; header files corresponding to the specifications; and related documentation including specifications, extensions, and headers for the GLX, WGL, and GLU APIs.
The OpenGL registry is part of the Combined OpenGL Registry for OpenGL, OpenGL ES, and OpenGL SC, which includes the XML API registry of reserved enumerants and functions.
very good stuff.
Greate Projects from Code Project
Nehe's project in MFC.
Former NeHe OpenGL Lessons adapted to MSVS-15 pro MFC in INICODE and the samples of the Joystick implementation
Good MFC & OpenGL tricks. good code snippet to use!
collection of OpenGL posts on codeproject.om.
This exercise requires Visual Studio 2012 Professional Edition.
Before you begin this exercise, be sure you have installed freeGLUT and GLEW.
a PDF file.
These questions are commonly asked in the comp.graphics.api.opengl newsgroup. Hopefully, when a FAQ is written, these answers can be incorporated in it.
How can I get OpenGL/Glut working with my Voodoo1/2 card under Windows? How can I get a list of OpenGL drivers, like Quake does? How can I load the OpenGL driver at runtime? Why does ChoosePixelFormat fail in this minimal program? How do I choose an accelerated pixel format under Windows?
OpenGL Context Creation is the part of initialization that creates a fully realized OpenGL implementation. You need to go through this process to use OpenGL.
OpenGL & Window System Integration
In this tutorial we’ll learn how to set up OpenGL to use a window just like those we created in the Win32 tutorials. Most of the code for the main file remains the same. We’ll come to the required changes in a bit but first we’ll create a class to manage all of the OpenGL rendering.
Now bear in mind that splitting off the OpenGL functionality into it’s own class is just a preference of mine. You can lump it all in with the Win32 code or arrange it any other way you like. I like to implement the code in this way because I feel it is much easier to read and manage applications when they’re divided into self contained modules.
Introduction to OpenGL
I’m using GLFW for the first time. Pulled the latest stable release (3.2.1) and I’m using the example code found on the GLFW website:
Lecture 2: Introduction to OpenGL/GLUT (Part 1)
This is a paragraph.
This is a paragraph.
This is a paragraph.
This is a paragraph.
No comments:
Post a Comment