OpenGL is a graphics standard and API which targets the desktop and workstation markets. It is designed to be easy to accelerate with dedicated computer hardware, and hence most implementations give greatly improved performance over traditional software rendering. Currently, OpenGL is used for ...
54
votes
15answers
12k views
What are some good learning resources for OpenGL? [closed]
I have been using the OpenGL ES on the iPhone for a while now and basically I feel pretty lost outside to the small set of commands I've seen in examples and adopted as my own. I would love to use ...
43
votes
8answers
5k views
Why do we move the world instead of the camera?
I heard that in an OpenGL game what we do to let the player move is not to move the camera but to move the whole world around.
For example here is an extract of this tutorial: OpenGL View matrix
...
39
votes
9answers
23k views
Good GUI for OpenGL [closed]
I am starting to learn OpenGL with FreeGLUT using the Superbible and the knowledge i have from my elementary graphics to brush up on my skills.
To get more from this experience i want to integrate a ...
35
votes
6answers
5k views
Good resources for learning modern OpenGL (3.0 or later)?
I stumble upon the search of a good resource to start with OpenGL (3.0 or later) . Well, I found a lot of books but none of them can be considered a good resource!
Here two examples:
OpenGL ...
35
votes
1answer
2k views
How can I reduce aliasing in my outline glow effect?
I'm trying to replicate the glowing outline effect in the Left 4 Dead game. The effect causes an objects outline to glow, even when the object is occluded. Here is a screenshot of the effect:
I'm ...
34
votes
10answers
6k views
Is learning OpenGL 2.1 useless today?
I'm new to 3D OpenGL/DirectX world and I found out that OpenGL 4.1 and GLSL specifications were just released today.
A friend of mine gave me the Red Book for OGL v2.1 but, as far as I've read, 3.x ...
29
votes
9answers
3k views
Should I continue studying OpenGL or just switch to DirectX to give me a better chance of landing a job in the game industry?
I've been learning graphics programming for some time now using OpenGL and Linux. I'm pretty familiar with most of the concepts, but I would really like to further my knowledge and eventually pursue a ...
24
votes
5answers
5k views
How can I achieve a good fire effect with alpha blending and particles?
Using the following setting for the OpenGL particle effect:
SRC: GL_SRC_ALPHA
DST: GL_ONE
Creates an additive blend, which looks spectacular on a black background but terrible on brighter colours, ...
22
votes
10answers
2k views
What makes a game look “good”?
I am working on a 3D space game using OpenGL and C++ and I am planning to focus on giving the game modern, eye-catching graphics, but the more I think of it the more I realise I don't really know what ...
22
votes
5answers
7k views
why would you use textures that are not a power of 2?
In the early days of OpenGL and DirectX, it was required that textures were powers of two. This meant that interpolation of float values could be done very quickly using shifting and such.
Since ...
21
votes
9answers
4k views
OpenGL optimization tips
What tips or tricks do you have when it comes to making the OpenGL more efficient?
20
votes
7answers
2k views
How to get PS3/Xbox 360 experience without having access to Dev kits?
I am a budding game programmer trying to get into the industry programming for PS3, Xbox 360. The main problem I see is the need to demonstrate my skills to a potential employer, but without access ...
19
votes
3answers
1k views
18
votes
4answers
4k views
Why is programmable pipeline( GLSL ) faster than fixed pipeline?
So I'm teaching myself GLSL and am trying to figure out why it's suppose to be faster than the fixed function pipeline.
The reason I am having a problem is that from my understanding , the shaders ...
18
votes
3answers
4k views
For voxel rendering, what is more efficient: pre-made VBO or a geometry shader?
Given a fairly static voxel array, what is more efficient: using the CPU to pre-generate a VBO to render the voxel faces (ignoring more advanced forms of rendering like marching cubes for now) or ...
17
votes
6answers
2k views
Creating a retro-style palette swapping effect in OpenGL
I'm working on a Megaman-like game where I need to change the color of certain pixels at runtime. For reference: in Megaman when you change your selected weapon then main character's palette changes ...
17
votes
5answers
2k views
Procedural Planets, Heightmaps and Textures
I am currently working on an OpenGL procedural planet generator. I hope to use it for a space RPG, that will not allow players to go down to the surface of a planet so I have ignored anything ROAM ...
17
votes
4answers
9k views
Vertex Array Object (OpenGL)
I've just started out with OpenGL I still haven't really understood what Vertex Array Objects are and how they can be employed.
If Vertex Buffer Object are used to store vertex data (such as their ...
17
votes
6answers
5k views
How can I improve rendering speeds of a Voxel/Minecraft type game?
I'm writing my own clone of Minecraft (also written in Java). It works great right now. With a viewing distance of 40 meters I can easily hit 60 FPS on my MacBook Pro 8,1. (Intel i5 + Intel HD ...
16
votes
1answer
395 views
After a succesful glLinkProgram, should I delete / detach my shaders?
After I have a linked program, and thinking about defensive programming, should I delete and detach the shaders used to link this program?
If yes, is that going to free any resources? Or do these ...
16
votes
1answer
3k views
File format for static and animated 3D models
I'm currently writing a 3D game in C++ with OpenGL and I'm coming to the part where to load 3D models in. Therefore I'm looking for popular file formats and techniques to
display static meshs and
...
16
votes
1answer
7k views
What is the benefit of triple buffering?
I read everything written in a previous question. From what I understand in double buffering the program must wait until the finished drawing is copied or swapped before starting the next drawing. In ...
15
votes
2answers
805 views
What's the difference between mesh and a model?
Which one is created first? For example if a team worked on a graphical asset of a car, what would be a model and what would be a mesh of the car?
15
votes
3answers
7k views
What is the difference between OpenGL ES and OpenGL?
Android uses OpenGL ES, what is the difference between it and OpenGL?
15
votes
3answers
3k views
Upgrade OpenGL version on Windows?
How do I update the version of OpenGL on Windows so that I can use anything newer than the Version 1.1 header file that is included in the Platform SDK? Even version 7.0A of the SDK for Windows 7 ...
14
votes
6answers
4k views
OpenGL wireframe
No, I'm not looking for glPolygonMode. I'm searching for a method, possibly a GLSL shader that would produce that retro-style wireframe look for objects. Any suggestions?
Something like Vector Tanks ...
14
votes
2answers
8k views
A good way to build a game loop in OpenGL
I'm currently beginning to learn OpenGL at school, and I've started making a simple game the other day (on my own, not for school). I'm using freeglut, and am building it in C, so for my game loop I ...
14
votes
2answers
5k views
How many threads should an Android game use?
At minimum, an OpenGL Android game has a UI thread and a Renderer thread created by GLSurfaceView. Renderer.onDrawFrame() should be doing a minimum of work to get the higest FPS. The physics, AI, ...
13
votes
12answers
2k views
3D theory before graphics APIs?
I'm a software engineer and I'm hoping to move my career towards game development. I'm reading a book right now on 2D using C++/DirectX. When I get into 3D I know I want to do it correctly. For ...
13
votes
6answers
2k views
Modern Shader Book?
I'm interested in learning about Shaders: What are they, when/for what would I use them, and how to use them. (Specifically I'm interested in Water and Bloom effects, but I know close to 0 about ...
13
votes
2answers
338 views
Does the order of vertex buffer data when rendering indexed primitives matter?
I'm building a 3d object's triangles. If I can write them to the buffer in the order they are calculated it will simplify the CPU code. The vertices for the triangles will not be contiguous.
Is there ...
13
votes
4answers
3k views
Real time shadow casting in a 2D isometric game
I'm writing a small 2d isometric engine in C++ and I'm trying to implement real time shadow casting. I followed a simple approach described on this page and here is the result (light is located at the ...
13
votes
1answer
539 views
Is there any performance benefit to sharing shaders between programs?
OpenGL allows you to share the same shader between multiple programs. Aside from saving small amounts of memory and a shader handle, are there any GPU-side performance benefits to doing this?
13
votes
4answers
3k views
Getting a texture from a renderbuffer in OpenGL?
I've got a renderbuffer (DepthStencil) in an FBO and I need to get a texture from it. I can't have both a DepthComponent texture and a DepthStencil renderbuffer in the FBO, it seems, so I need some ...
12
votes
8answers
13k views
Getting Started with 2d Game Dev (C++): DirectX or OpenGL?
So, i'm a student looking to get my foot in the door of game development and im looking to do something 2D, maybe a tetris/space invaders/something-with-a-little-mouse-interaction clone.
I pointed ...
12
votes
4answers
1k views
How to avoid texture bleeding in a texture atlas?
In my game there is a Minecraft-like terrain made out of cubes. I generate a vertex buffer from the voxel data and use a texture atlas for looks of different blocks:
The problem is that the texture ...
12
votes
3answers
5k views
full screen anti-aliasing in opengl
I want to do a full screen anti aliasing in opengl and dont want to use the anti-aliasing that is provided by opengl itself since I am building a game and want good effects in it. So can any one ...
12
votes
2answers
334 views
OpenGL: Where shoud I place shaders?
I'm trying to learn OpenGL ES 2.0 and I'm wondering what is the most common practice to "manage" shaders.
I'm asking this question because in the examples I've found (like the one included in the API ...
12
votes
1answer
740 views
Should I distribute shaders in a compiled form or in plain text?
Having an application that uses shaders that have been wrote in GLSL, what is the best strategy for the distribution in the real world and for the desktop and mobile?
I'm aiming to distribute this in ...
12
votes
1answer
477 views
Why does this geometry shader slow down my program so much?
I have an OpenGL program, and I'm rendering a terrain mesh. I displace the vertices in the vertex buffer and don't really color them in the fragment shader yet. I'm adding a geometry shader one part ...
12
votes
5answers
2k views
What is the purpose of the canonical view volume?
I'm currently learning OpenGL and haven't been able to find an answer to this question.
After the projection matrix is applied to the view space, the view space is "normalized" so that all the points ...
12
votes
1answer
196 views
Orthographic unit translation mismatch on grid (e.g. 64 pixels translates incorrectly)
I am looking for some insight into a small problem with unit translations on a grid.
Update and Solved
I solved my own issue. See below for details. Everything in this part of the post turned out to ...
11
votes
7answers
2k views
For 2D games, is there any reason NOT to use a 3D API like Direct3D or OpenGL?
I've been out of hobby Game Development for quite a while now. Back when I did it, most people used Direct Draw to create 2D games. By the time I stopped people were saying OpenGL or Direct3D with ...
11
votes
2answers
3k views
Am I allowed to make my Minecraft clone open source?
I'm developing in my spare time a game like Minecraft. In fact, it isn't "like Minecraft", because I'm trying to make it a close as possible copy of it (meant as exercise for myself at the age of 16 ...
11
votes
7answers
2k views
Fastest way to create a simple particle effect
I am looking to the fastest way to create really simple particle effect that will be spammed like hell on the game...
Basically, my game looks like a vectrex game, made mostly of lines... I want to ...
11
votes
2answers
4k views
I can't figure out how to animate my loaded model with Assimp
I have loaded in a model to my C++ OpenGL game. It is a COLLADA file type that I have loaded, and I setup an animation under blender for the file. The problem is I don't know how to animate the model. ...
11
votes
1answer
771 views
How to emulate PSX's graphics with OpenGL?
I want to know what options (or shaders) to set so that my OpenGL game looks like Playstation 1 game. I know it probably can not be achieved 100 % because PSX used television and television renders ...
11
votes
1answer
383 views
OpenGL - white edges on cubes
In a minecraft-like game I'm making, I get white edges on my cubes:
It is much more noticeable in darker textures. The textures are being setup like this:
glTexParameteri(GL_TEXTURE_2D, ...
11
votes
5answers
3k views
Learning OpenGL: Red and Blue book still relevant?
I've recently purchased the Orange book( GLSL ) and am wondering if it is important at all to read through the red and blue books as well?
Any thoughts?
11
votes
3answers
4k views
Starting out with OpenGL when most tutorials are out of date
I'm sure there are already a bunch of questions like this asked, but the constant updating of the OpenGL library throws them all away, and in a month or two, the answers here will be worthless again.
...