OpenGL Tutorial #1: Basic Shapes


This is a video lesson explaining a little about the basics of 3D programming in OpenGL and GLUT. It explains the code of a simple OpenGL program. This lesson is part of the free OpenGL tutorial at www.videotutorialsrock.com , where the code for the lesson can be found.


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C++ OpenGL Lesson 1: A Simple OpenGL Project


xoax.net Download the project and code at xoax.net For this C++ video lesson, we demonstrate how to set up a simple Visual Studio project, which uses OpenGL and GLUT. Please submit all questions to our forum: xoax.net Copyright 2010 XoaX.net LLC


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Hitler Not Impressed With OpenGL 3.0


I tried to keep it simple so that anyone could understand... failed horribly. Aside from that there are some synching issues too, bah, sorry about that folks :(


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My OpenGL game engine


My first game engine. Made with the openGL and openAL API, C++ and the Cg shading language.


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19. OpenGL ES


(March 9, 2010) David Jacobs provides and introduction to OpenGL ES. Coordinate systems and tranformations, drawing geometry, textures, and other details. Part of Stanford's Winter Quarter 2010 iPhone Application Development (CS193P) course. Stanford University: www.stanford.edu Stanford School of Engineering: soe.stanford.edu Stanford University Channel on YouTube: www.youtube.com


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Lecture - 40 Graphics Programming Using OpenGL


Computer Graphics by Dr. Sukhendu das, Dept. of Computer Science and Engineering, IIT Madras


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Optimizing OpenGL for iPhone


(May 15, 2009) Tim Omernick from the popular gaming company, ngmoco, provides a broad overview of OpenGL on the iPhone. Stanford University: www.stanford.edu Stanford School of Engineering: soe.stanford.edu Stanford University Channel on YouTube: www.youtube.com


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OpenGL programming, simple FPS style walking scene (DOS)


In this tool-assisted education video I create a simple FPS style walking and jumping scene for OpenGL, with DJGPP, in DOS. In a 256 colors 320x200 VGA mode. This is my first OpenGL exercise. Apologies about some little mistakes in the program (such as reloading the textures on every frame). I noticed them when this video was already late in production, and it would take several days before the new version would be available if I were to fix them, and I'm itching to get this video out and into making the next video already, and none of the mistakes actually prevent the content being understood, so I'll leave them be. Most people don't even notice. I wrote a FAQ after this video was picked up on Reddit. Here it is: bisqwit.iki.fi The background music is The Last Duel/The Final Decisive Battle from Lufia I/II (SNES). However, it is not played through the SPC700 (SNES audio chip), but through OPL3, the FM synthesizer in PCs. You can see my process of converting a SNES song into an FM song in this video: youtube.com


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OpenGL game engine


This is my first OpenGL application. It is a basic game engine made in C++ with collision detection and a level editor. Music taken from a PC demo called "Please the cookie thing" by Aardbei. Track is called "World of Noise" composed by Crystal Score.


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Unigine Heaven OpenGl 1080p HD


Unigine Heaven Benchmark: API=OpenGL Shaders=High Tessellation=Disabled(DX11 Only) Anisotropy=16 Anti-aliasing=8x Resolution=1920x1080 System Specs: CPU: Corei7 920 @ 3.8Ghz GPU: Nvidia GTX 260 RAM: 6GB DDR3 1600 Notes: Any lag or quality problems is due to fraps or youtube. OpenGL, DirectX 9, and DirectX 10 all look about equal but DirectX 11 looks amazing because of the tessellations. Currently the only DirectX 11 cards are the expensive ATI 5000 series. Currently they are not worth the money to me because there are not many games that use DirectX 11 yet let alone use tessellations fully.


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Real Time 3D Demo C++/OpenGL/GLSL Engine


Real Time 3D Demo written in C++ using OpenGL and GLSL. More info (french) : goo.gl Executable : goo.gl Source : goo.gl Bump Mapping, Parallax Mapping, Parallax Occlusion Mapping (Relief Mapping), Dynamic Cube Environnement Mapping, Cel Shading, Bloom, Depth of Field, Shadow Mapping, Anaglyph Rendering, Fur Rendering, Grass Rendering, Water Reflection / Refraction, Chromatic Aberration.


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OpenGL: Realistic Water


- Realistic water using normal mapping, reflection and refraction (with GLSL). - Realistic lens flare effect. - Underwater simulation with caustic animation. - Billboards. - Animated skydome with procedural clouds. - Realistic sun movement. - Procedural terrain generation using Perlin Noise. - Procedural terrain texture generation. - Terrain collision detection. - 'Fast computation of terrain shadow maps' implementation. - Vertex Buffer Object (VBO) terrain rendering implementation. - Triangle strip terrain formation (with degenerative triangles). - OBJ loader implementation (with auto blending and materials). - Environment attenuation. - Animated models Also watch my OpenGL video game (with free demo): www.youtube.com My Website: widget-pc.com


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Motion Control; OpenGL + OpenCV + Playstation Eye + Sixaxis


A project I made last month as a part of my M.Sc. thesis about motion control. Libraries used: OpenGL, SPE, OpenCV, CL-Eye, HID. Devices used: Playstation Eye and Sixaxis. Thesis inspired by Nintendo Wii MotionPlus, Sixense TrueMotion, Playstation Move, and Microsoft Natal. Music: Full On The Mouth - People Mover Some models / textures are taken from free libraries.


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OpenGL Tutorial #0a: Getting OpenGL Set Up on Windows


This is a video lesson on how to set up OpenGL and GLUT for C++ on Windows, so that you can program in 3D. I use the free Visual C++ Express IDE. This lesson is part of the free OpenGL tutorial at www.videotutorialsrock.com , where the test program for the lesson can be found.


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C++ OpenGL Lesson 7: A Smooth Animation


xoax.net Lesson Page: xoax.net For this C++ video lesson, we demonstrate how to create a smooth animation using OpenGL and GLUT and modifying the code from OpenGL Lesson 6. Our animation consists of a single line segment to which we have added double buffering and timing. Please submit all questions to our forum: xoax.net Copyright 2011 XoaX.net LLC


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Angry Birds OpenGL 2.0 Error Fix For Windows XP & 7 [Revised]


Here are several fixes for the OpenGL 2.0 Error for Windows XP and Windows 7. -Boost Hardware acceleration. -Update video drivers in Device Manager. -Troubleshoot compatibility to Windows XP SP2 for Windows 7 Users. -Make sure computer meets Angry Birds specs: - Operating System: Windows ® XP / Vista / Windows ® 7 - Processor: 2GHz - Memory: 512 MB - Video: 3D-graphics card compatible with DirectX, 128 MB - Sound Card: Sound device compatible with DirectX ® 9.0c - Free space on hard disk: 45.2 MB Windows 7 Users Device Manger: Control Panel System and Security Under "System" click on Device Manager Display Adapters


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OpenGL Tutorial #3: Color


This is a video lesson explaining how to color 3D polygons in OpenGL. This lesson is part of the free OpenGL tutorial at www.videotutorialsrock.com , where the code for the lesson can be found. It builds on the previous lesson.


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How to build C++/OpenGL/GLUT project under Windows XP and MS Visual Studio


How to build C++/OpenGL/GLUT (Tetris, Breakout, Snake) projects under Windows XP and MS Visual Studio. For more information go to: code.google.com


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iPhone 3G vs. 3GS - OpenGL ES Comparison


Tap Tap Tap's iPhone 3G vs. 3GS Comparison


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Virtualbox 2.1 OpenGL 3D Accelerated Gaming Demo


Demonstration of two OpenGL based games (Serious Sam The Second Encounter and ProQuake) running in a Windows XP Professional Virtual Machine using Virtualbox 2.1 on Ubuntu 8.10 64-bit. This showcases Virtualbox's new experimental 3D support using OpenGL. Formal DirectX support will hopefully arrive sometime in 2009.


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C++ OpenGL Lesson 4: Basic Lighting


xoax.net Download the project and code at xoax.net For this C++ video lesson, we give a simple 3D example of the local illumination model using OpenGL by setting ambient, diffuse and specular lighting components and material properties. Please submit all questions to our forum: xoax.net Copyright 2009 XoaX.net LLC


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DirectX 11 vs. OpenGL (Heaven Benchmark)


DirectX 11 im vergleich zum Linux Kompatiblen Format OpenGL. www.Hardware-Mag.de für mehr Infos. Unigine Heaven Benchmark 2.5 bei einer Auflösung von 1920x1080 Pixeln Intel i7-980X 24 GB RAM GTX 580 SO Tesselation "normal" AA 2x AF 16x


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C++ OpenGL Lesson 3: Using Geometric Primitives


xoax.net Download the project and code at xoax.net Happy July 4th! This video tutorial demonstrates how to draw an American flag with OpenGL primitives. Please submit all questions to our forum: xoax.net Copyright 2008 XoaX.net LLC


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OpenGL Tutorial #2: Transformations and Timers, Part 1 of 2


This is part 1 of 2 of a video lesson explaining the basics of OpenGL transformations and GLUT timers. This lesson is part of the free OpenGL tutorial at www.videotutorialsrock.com , where the code for the lesson can be found. It builds on the previous lesson.


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OpenGl Error - How to fix - HD - Urban Terror


This is the hd version of how to fix the OpenGl Error you get in Urban Terror. Red Flash: = Left Clik Blue Flash: = Right click Any questions comment or send me a pm Urban Terror is a free fps, you can download from www.urbanterror.net I think that this can be used to fix problems in different games but don't count on it. Insta fix =D Goto and download this config file and paste in the q3ut4 folder http any problems get back to me


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Game Development: OpenGL GUI [FPX Game Engine - Episode 8 (Part 1)]


More on Game development diary - FPX Game engine: Click for Part 2: www.youtube.com Click for other videos: www.youtube.com Click to visit website: www.fpx-studio.com . Series description This is game engine development diary done by Ivan Mandić. I am a young developer, and I am working on my 3D Game-SDK (Game engine). FAQ: What is a game engine? Game engine is a software system designed for the creation and development of video games. There are many game engines that are designed to work on video game consoles and desktop operating systems such as Microsoft Windows, Linux, and Mac OS X. The core functionality typically provided by a game engine includes a rendering engine ("renderer") for 2D or 3D graphics, a physics engine or collision detection (and collision response), sound, scripting, animation, artificial intelligence, networking, streaming, memory management, threading, localization support, and a scene graph. The process of game development is frequently economized by in large part reusing the same game engine to create different games. What is the purpose of the game engine? Game engines provide a suite of visual development tools in addition to reusable software components. These tools are generally provided in an integrated development environment to enable simplified, rapid development of games in a data-driven manner. These games engines are sometimes called "game middleware" because, as with the business sense of the term, they provide a flexible and <b>...</b>


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How To Fix Minecraft OpenGL Error Windows 7/xp/vista


So This is a Tutorial on how to fix openGL Error That should work for all operating systems!!! Code to Type in to Get device Manager: devmgmt.msc Bad video card drivers! ----------------------- Minecraft was unable to start because it failed to find an accelerated OpenGL mode. This can usually be fixed by updating the video card drivers. --- BEGIN ERROR REPORT 7fe0271 -------- Generated 1/9/10 9:55 PM Minecraft: Minecraft Alpha v1.1.0 OS: Windows 7 (x86) version 6.1 Java: 1.6.0_21, Sun Microsystems Inc. VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc. LWJGL: 2.4.2 [failed to get system properties (java.lang.NullPointerException)] org.lwjgl.LWJGLException: Pixel format not accelerated at org.lwjgl.opengl.WindowsPeerInfo.nChoosePixelFormat(Native Method) at org.lwjgl.opengl.WindowsPeerInfo.choosePixelFormat(WindowsPeerInfo.java:52) at org.lwjgl.opengl.WindowsDisplay.createWindow(WindowsDisplay.java:185) at org.lwjgl.opengl.Display.createWindow(Display.java:311) at org.lwjgl.opengl.Display.create(Display.java:856) at org.lwjgl.opengl.Display.create(Display.java:784) at org.lwjgl.opengl.Display.create(Display.java:765) at net.minecraft.client.Minecraft.a(SourceFile:196) at net.minecraft.client.Minecraft.run(SourceFile:554) at java.lang.Thread.run(Unknown Source) --- END ERROR REPORT dec3a884 ----------


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SDL/Opengl game C++


My second project. 6 weeks and re-using my library from the worms game! All the backgrounds are generated from bitmaps, where each pixel colour is mapped to a type of tile. This meant I could paint my levels in photoshop really easily :-) I also had a small attempt at some AI, the zombie lemming scans ahead of himself for a brain, and if he finds one he runs towards it. If it is blocked, because he is stupid he will just headbut the wall untill he can get it! haha. I made the sprites from screen shots from plants Vrs Zombies, one of my favourite games! The music is from them too. enjoy :)


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Tilcon OpenGL 3D Gears Demo


This video illustrates the rendering of OpenGL 3D graphics within a Wind River Tilcon Graphics Suite application. Embedded developers can now integrate standards-based OpenGL 3D graphics with the codeless user interface development of Tilcon Graphics Suite running on Wind River VxWorks.


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OpenGL game demo


A code-monster (unfortunately) made in 10 *full* weeks for a project in my MSc, featuring deferred shading & GPU particles.


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Game development: OpenGL Game Editor [FPX Game Engine - Episode 7]


More on Game development diary - FPX Game engine: Click for other videos: www.youtube.com Click to visit website: www.fpx-studio.com . Series description This is game engine development diary done by Ivan Mandić. I am a young developer, and I am working on my 3D Game-SDK (Game engine). FAQ: What is game development? Game development is the software development process by which a video game is produced. Development is undertaken by a game developer, which may range from a single person to a large business. Development is normally funded by a publisher. In the early era of home computers and video game consoles, a single programmer could handle all the tasks of developing a game.However, the requirements of modern commercial games far exceed the capabilities of a single developer and require the splitting of responsibilities. Development of a modern mainstream game takes from one to four years although some have taken significantly longer. What is a game engine? Game engine is a software system designed for the creation and development of video games. There are many game engines that are designed to work on video game consoles and desktop operating systems such as Microsoft Windows, Linux, and Mac OS X. The core functionality typically provided by a game engine includes a rendering engine ("renderer") for 2D or 3D graphics, a physics engine or collision detection (and collision response), sound, scripting, animation, artificial intelligence, networking, streaming, memory <b>...</b>


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OpenGL Tutorial #4: Lighting, Part 1 of 2


This is part 1 of 2 of a video lesson explaining the basics of lighting in OpenGL. This lesson is part of the free OpenGL tutorial at www.videotutorialsrock.com , where the code for the lesson can be found.


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OpenGL Tutorial #4: Lighting, Part 2 of 2


This is part 2 of 2 of a video lesson explaining the basics of lighting in OpenGL. This lesson is part of the free OpenGL tutorial at www.videotutorialsrock.com , where the code for the lesson can be found.


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OpenGL (SDL,C++) tutorial 7 - Textures (part 1)


In this tutorial I'll show you the textures. The textures helps to increase the realism of a 3D object.


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Game Development: OpenGL GUI [FPX Game Engine - Episode 8 (Part 2)]


More on Game development diary - FPX Game engine: Click for Part 1: www.youtube.com Click for other videos: www.youtube.com Click to visit website: www.fpx-studio.com . Series description This is game engine development diary done by Ivan Mandić. I am a young developer, and I am working on my 3D Game-SDK (Game engine). FAQ: What is a game engine? Game engine is a software system designed for the creation and development of video games. There are many game engines that are designed to work on video game consoles and desktop operating systems such as Microsoft Windows, Linux, and Mac OS X. The core functionality typically provided by a game engine includes a rendering engine ("renderer") for 2D or 3D graphics, a physics engine or collision detection (and collision response), sound, scripting, animation, artificial intelligence, networking, streaming, memory management, threading, localization support, and a scene graph. The process of game development is frequently economized by in large part reusing the same game engine to create different games. What is the purpose of the game engine? Game engines provide a suite of visual development tools in addition to reusable software components. These tools are generally provided in an integrated development environment to enable simplified, rapid development of games in a data-driven manner. These games engines are sometimes called "game middleware" because, as with the business sense of the term, they provide a flexible and <b>...</b>


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#3 OpenGL -- Java Game Development (LWJGL)


Episode 4: youtu.be This the third episode of my "Java Game Development" series. For more OpenGL information, visit www.opengl.org If you want to know how I got the project working, view episode 1: www.youtube.com To make the Eclipse project work on Mac, simply use the mac-natives you get from the LWJGL download. Source code: pastebin.com If you have any questions, you can: - post a comment on this video - e-mail TheCodingUniverse@gmail.com - tweet @CodingUniverse


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C++ OpenGL Lesson 2: Drawing Geometric Primitives


xoax.net Lesson Page: xoax.net For this lesson, we demonstrate how to program C++ drawing routines with OpenGL geometric primitives. Please submit all questions to our forum: xoax.net Copyright 2008 XoaX.net LLC


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Leapfrog Didj OpenGL Crate


This is the Leapfrog Didj running homebrew code within Brio. The code from NeHe Lesson 7, which was ported to OpenGL ES by Mike Gorchak, and made to work with the Didj by me. You can now download the source at: losinggeneration.homelinux.org


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OpenGL ES 2.0 demo running on Sony Ericsson Satio


Demo showing the capabilities of OpenGL ES 2.0 on the new Sonyericsson Satio device. Satio is the first Sonyericsson hand set on the Symbian Foundation platform (S60 5th edition).


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C++ OpenGL Lesson 5: Shading Models


xoax.net Download the project and code at xoax.net For this C++ OpenGL video lesson, we demonstrate how to set the shading model and how the shading mode affects rendering graphics. Please submit all questions to our forum: xoax.net Copyright 2009 XoaX.net LLC


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C++ OpenGL Lesson 6: A Simple Animation


xoax.net Lesson Page: xoax.net For this C++ video lesson, we demonstrate how to create a simple animation using OpenGL and GLUT. Our animation consists of a single line segment. Please submit all questions to our forum: xoax.net Copyright 2010 XoaX.net LLC


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Terrain Tessellation and Deformation with OpenGL 3.2


Shows a framework that permits deformation of terrain in real-time for application in games. It demonstrates a framework for real-time deformable terrain using the GPU to permit alteration of the terrain on both coarse and fine scales. Two approaches are shown for rendering fine deformations: Geometry Tessellation and Parallax Mapping. My thesis can be found at people.cs.uct.ac.za The publication detailing the research can be found here: dl.acm.org The demo application is written in C++ and uses OpenGL 3.2 and GLSL and involves the use of displacement mapping on the GPU


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Real-Time Fractal Generation with OpenGL Shaders


I've been wanting to publish this for some time; I recorded me playing around with this program a while ago but didn't upload it right away, so I forgot about it :-). This program is very similar to the Julia-Set generator I uploaded earlier, but instead of using the CPU for calculating the pixels, this one takes advantage of the massively parallelized computing power of modern graphics cards, in this case my NVidia GeForce GTS 450. It does this by making use of shaders which were introduced in recent versions of OpenGL. That way you can program the different stages of the rendering pipeline in any way you want. These shaders are C-like programs which are given to the graphics card's driver at runtime where they are compiled and optimized. My program loads the shader programs from text files, so if I want to change the shader, I don't have to recompile the entire program, which makes playing around with the shaders very easy and fun. The program generates either a Mandelbrot fractal or a Julia set. With a mouse click, you can set the "parameter" of the Julia set. It's quite interesting to see how a position in the Mandelbrot fractal corresponds to a Julia set with the parameter set to that position... I think I'm trying to show that from around 6:45 on. In my opinion it's really fascinating. Maybe it's just retarded, I don't know. (sorry if I'm a bit inconsistent in my writing, it's almost midnight and I'm tired) Also, you can zoom around and stuff... when the zoom gets <b>...</b>


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OpenGL screencast video tutorial HD 19: blending


In this screencast (OpenGL video tutorial), I explain how to use blending in your OpenGL program. See the blog post at: davidwparker.com


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OpenGL Tutorial #2: Transformations and Timers, Part 2 of 2


This is part 2 of 2 of a video lesson explaining the basics of OpenGL transformations and GLUT timers. This lesson is part of the free OpenGL tutorial at www.videotutorialsrock.com , where the code for the lesson can be found. It builds on the previous lesson.


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Starting with OpenGL in Ubuntu Linux [by Chandan]


Its just a few steps to work with the OpenGL in Ubuntu. 1. Install the required packages sudo apt-get install build-essential # standard C/C++ library & header files sudo apt-get install glutg3-dev # GLUT headers 2. Additionally, an Integrated Development Environment (aka, IDE) would be a good choice for easier programming. That's why, I've chosen Geany sudo apt-get install geany Hope his helped you ;-)


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RI Seminar: Kayvon Fatahalian: Evolving the OpenGL Graphics Pipeline


RI Seminar: Kayvon Fatahalian Evolving the OpenGL Graphics Pipeline in Pursuit of Real-Time, Film-Quality Rendering Kayvon Fatahalian Assistant Professor Computer Science Department, Carnegie Mellon University September 23, 2011 Abstract In the past fifteen years the capabilities of real-time graphics systems have increased rapidly as a result of domain-influenced co-design of algorithms, programming interfaces, and heterogeneous, parallel hardware (GPUs). Despite these improvements, rendering geometrically complex, film- quality scenes at interactive rates remains beyond the capabilities of current systems. Current GPU implementations not only require additional compute capability to handle high-resolution surfaces represented by pixel-sized "micropolygons", fundamental system operations such as geometry processing, surface visibility, and shading execute inefficiently under this workload. In this talk I will describe an evolution of the OpenGL graphics pipeline that significantly in- creases system efficiency when rendering micropolygons. The redesign modifies rendering al- gorithms, GPU hardware, and programming abstractions to increase parallelism and eliminate redundant work while preserving the graphics pipeline's simple parallel programming model and the throughput-optimized design of GPU processing cores. This talk focuses on the challenges of real-time graphics, but it is exciting to consider how future computational cameras and mobile computer vision tasks will <b>...</b>


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Linaro Demo: Ubuntu Unity with OpenGL ES on Pandaboard


At Linaro Connect in Orlando, Ricardo Salveti (Linaro Developer Platform Tech Lead) walks us through a demo of Ubuntu Unity running with OpenGL ES on an ARM Cortex-A9 powered Pandaboard. www.linaro.org pandaboard.org www.ubuntu.com


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3D Computer Graphics using C, OpenGL and GLUT


This is a world of 3D objects created for a Computer Graphics module at university. I had to use the C programming language with OpenGL and GLUT. Some of the requirements of the module were to apply textures to objects, read *.obj files, have a simple menu system, read in the initial "world" contents from a text file, have the ability to save the "world" and allow objects to be rotated. The system uses a linked list for the world object storage.


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