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OpenGL 4

Do you want to learn modern OpenGL from the scratch and you have no idea where to start? Then you're in the right place !

This series covers step-by-step learning of OpenGL 4 and later. There is no deprecated OpenGL stuff involved and the minimum OpenGL context used in the tutorials is 4.4.

As a fundamental library to handle basic stuff like windows creation, I decided to stick with GLFW Library, seems to be most widely used and is properly maintained.

All the tutorials in this series are hosted in their own repository on GitHub, so simply clone this repository and open for example Visual Studio Solution packed within and build them right away :

https://github.com/michalbb1/opengl4-tutorials-mbsoftworks

This is the very first tutorial in the series. Here we simply start with setting things up. In a step-by-step manner, I will try to explain the structure of this and future tutorials, how to compile this series and so on.

After reading this tutorial, you should be able to create window with an OpenGL 4.4 context and that's fundamental to do something further .

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This is the second tutorial in the series! I consider this one to be the most important, as it covers probably most important aspects of the modern OpenGL - Shaders, Shader Programs, Vertex Buffer Objects and finally, it touches also Vertex Array Objects .

This one is going to be a little longer, but after reading through the stuff written in this tutorial, you should have good grasp of modern OpenGL . The reward will be white quad and white triangle, which is quite a nice reward - every 3D scene just consists of lots of triangles .

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In this tutorial, we will breathe a bit of life into our scenes! You will learn how to interpolate colors between vertices using shaders using smooth keyword .

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Now here in this tutorial it gets interesting ! We finally make our first 3D scene!

Not only that, we will also learn, how to calculate Frames Per Second (FPS) value and then adjust all the animation values (rotation angle in the case of this tutorial), so that animation is smooth and consistent, no matter how much FPS you have!

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