The code sample for importing and displaying 3D models with Assimp, using modern OpenGL, has been updated to cover Assimp 3.0.
A Visual Studio 2010 project has also been added to help readers to get started.
The code sample for importing and displaying 3D models with Assimp, using modern OpenGL, has been updated to cover Assimp 3.0.
A Visual Studio 2010 project has also been added to help readers to get started.
The GLSL Core Tutorial has a new section for image texturing. Images are commonly used as wallpaper applied to 3D shapes to create a variety of effects. In this section we focus on the OpenGL and GLSL typical scenario of texture usage, and explore a few new GLSL functions, such as textureSize
, textureQueryLod
, and textureQueryLevels
.
Based only on texture coordinates some interesting shaders can be built. In this new section of the GLSL Core Tutorial, a few common shaders, namely the stripes and grid shaders, will be explored. Basic antialising and GLSL functions mix and smoothstep will also be discussed. Source code and a VS2010 solution are also provided.
Here goes a list of links to freely available books online:
Notepad++ is a great text editor and I keep using over and over. I found some GLSL syntax highlight UDL files in the site but they were not up to date and most importantly they we’re not prepared to work with dark themes. So I made two UDLs for GLSL 4.3. One for the default theme and another to use with dark themes. The extensions supported are: vert frag geom tesc tese v f g.
The zip file contains both. To install the themes go to “Language”->”Define your language”. In the “User Defined Language” dialog select import to load the files into notepad++.
Here are some screenshots. Light version with default theme:
Dark version with Monokai theme:
The lighting examples from the GLSL Core Tutorial now include point and spotlights. Source code for all light types, including directional, and shading models, is also available. A VS2010 solution is also provided.
A new example has been added to the GLSL Core Tutorial showing the theory and implementation of directional lights, using both Gouraud and Phong shading models. Soon more light types, point and spotlights, will follow.
The Lighthouse3D GLSL Core Tutorial has been updated with a few sections, namely how to check the result of the compilation and linking operations, freeing up resources, and how do shaders communicate between themselves on modern OpenGL. The shader interfaces are presented and discussed, with examples and a comparison between the several mechanisms OpenGL provides.
The updated version of GLSL tutorial. Only the core version will be dealt in this tutorial.
The tutorial is, and will be in the near future, in construction. I don’t plan to close it, at least in the near future, unless a new version of OpenGL changes everything again.
I’ll be adding content from time to time, initially to get the base complete, and afterwards to provide examples.
The tutorial does not intend to replace the specs as THE source to fully grasp GLSL and OpenGL. The specs are essential, but can be hard to start learning. So consider the tutorial as a gentle introduction to the theme.
As always, your cooperation is a must to get things right. Tutorials always have bugs, mistakes, and things that are not clearly explained. Furthermore, I might get somethings wrong, but please be gentle 🙂 Your feedback is important.
Well, this is it. Have fun playing with GLSL and OpenGL!
Move on to the Index.
NShader is a Visual Studio extension that provides syntax highlighting in VS 2008 and 2010 (express editions are not supported). The following extensions are recognized: .glsl, .frag, .vert, .fp, .vp, .geom (no tessellation shaders yet 🙁 ).