Frontpage How this site is different from NeHe, etc. Can be freely added onto/edited Solely modern OpenGL Multi-language and cross-platform like what OpenGL was made for Bare bones, no use of libraries to do stuff for you Introduction History of OpenGL Pipeline overview (Frame)Buffers, textures, shaders, uniform states, attributes and how it comes together OpenGL naming conventions and types How context/window set-up is first described per-language (and per-platform in C++'s case) and then everything comes together (as GL commands are the same for every language and platform) Context creation C++ Win32 Basic window creation and event loop Forward compatible context creation by finding wglCreateContextARB Linux Same deal C# OpenTK set-up (will be detailed on later) WebGL HTML5 Canvas set-up Android OpenGL ES 2.0 context creation End result is an empty window that is glClear'd with red. Also show platform specific stuff like loading functions dynamically. Drawing polygons Creating vertex array (no VBO yet) Creating a basic shader and setting up the position attribute, always drawing white for now Showing how the positions are off (modifying shader or adjusting viewport???) Add a color attribute and modify the shader to use this Vertex Buffer Object Explain the advantages of the vertex buffer object and how it is useful, which flags you should use, etc. Vertex Array Object Explain what they are and how they make your life easier Explain how to use them Texture mapping Show how to create and load a texture Add a new attribute for the texture coordinates Transformation Show how matrices work Show matrices for rotation, scaling and translation Show how to use them in shaders (so no C++ matrix code or GLM is involved here!) Show how to work with matrices outside the shader with GLM or another matrix math library Projection Explain 3D perspective and orthogonal projection Show how to set-up a matrix for that (still in the shader) Depth buffer Explain the depth buffer Explain floating point imprecision and how you can work around that Explain how you'd reset the depth buffer for viewmodels (maybe, too specific???) Stencil buffer Explain what it is and how to use it Show how it can be used for planar reflections and basic outlines Frame Buffer Objects Explain what they are and how to use them Create a simple example scene with them (Show how they can be used for PP effects or do that later?) --------------- Post-processing effects Explain how to use FBOs for them Explain basic effects like grayscale, bloom and 2-pass box and gaussian blur (Someone could add HDR later, perhaps? Or too advanced for one guide with so many other new things?) Lighting Explain how to do per-vertex and after that per-fragment lighting Directional Omni Spotlight Shadowing Stencil shadows Shadow maps (Someone else will probably have to add this, because I suck at matrices :V) Geometry shaders Explain what they are and how to use them Show practical examples and stuff OpenCL (More details on this later, as I know nothing about this atm)