After more than two months, I have finally came with new tutorial, this time it's about rendering to a texture! Check it out in the link below:029.) Framebuffer Rendering to a Texture
This feature can be used to program security cameras, portals and similar stuff . Code is in the GitHub dev branch already, however it hasn't been polished / documented yet (but it's working) and I will do so in the coming days. Realistically, I think I could come up with an article and whole code polished by the end of this month. Now that I am a father, it's tougher than ever to find time for this passion of mine, but I'm not going to stop because I have so many ideas still left to bring to life !
Finally! I have managed to write an article to the 28th tutorial of my OpenGL4 series! Check it out here:028.) Framebuffer 3D Color Picking
It took me a while because I'm currently undergoing big life changes. I have a newborn 3 months old son and also I'm in the middle of moving from the capital of Slovakia back to my hometown Vranov nad Toplou, which is located on the very opposite side of Slovakia . This all leaves me a very little free time and that's why it took me so long. But now I did, so enjoy .
Another month has passed but I finally managed to finish another tutorial! You will learn about 3D picking using color picking method and you will learn about framebuffers and renderbuffers! Check it out here:028.) Framebuffer 3D Color Picking
This one took me a while for several reasons - one of them is that I became a father 3 weeks ago and another was, that I struggled a bit with this tutorial, because I wanted to implement it perfectly, but eventually I gave up and implemented it just good enough (I will explain this in article later). Code is already in my GitHub Repository, I will maybe do small adjustments in the coming days, but the tutorial is working fine and that's the most important thing .
Hello fellow readers of my webpage . I have written an article to the occlusion query tutorial, check it out:027.) Occlusion Query
I would also like to wish you all Happy Easter Holidays, although they are almost over and I'm bit late .
After several weeks, I have written yet another tutorial, check it out here:027.) Occlusion Query
As usual, I just coded the tutorial, code can be found on my GitHub and article will be written relatively soon .
Finally I managed to write the article to the orbit camera tutorial, find it here:026.) Camera Pt.3 - Orbit Camera
I hope you'll enjoy it . Moreover, for the first time I have tried to compile and run the tutorials on Linux Ubuntu running on real machine with a GPU and it worked! I was so happy, I've never seen my tutorials really running on Linux yet (because I compile them on virtual machine only in Oracle VirtualBox) and then I can't run them, because it's not so easy to virtualize your GPU. I've observed some problems with Assimp models, but other tutorials worked . I will investigate once I have access to the Linux with GPU again (or I will install dual boot on my PC).
Hello fellow readers, I made some updates to the code base of the OpenGL4 tutorials lately. Most importantly, I have finally updated the solution to the Visual Studio 2019 and also made several changes in the whole code, that should lead to better code quality . Be sure to check it in my OpenGL4 tutorials GitHub repository:
Other than that, I have finally made my website https and I have also started to write the article for the 26th tutorial, so stay tuned!
As I promised, I bring you another tutorial. But this time, it's going to be much simpler than the previous one, which was infinitely long . It's about implementing basic orbit camera using spherical coordinates. Find it here:026.) Camera Pt.3 - Orbit Camera
You will also learn how to render wireframe models, in case you didn't know . Article will be done relatively soon, as this tutorial isn't that difficult and it shouldn't take me too long to write it.
It took me forever, but here it is:025.) Transform Feedback Particle System
Honestly, this is the longest article I have ever written, that's why it took me far longer than I've expected. But here it is, so enjoy .
My next tutorial will definitely be something simpler, so that I don't have to write such long articles .
I would like to wish you all the best for the new year 2021! May your wishes and dreams come true . I hope that this year I will keep on bringing lots of new programming content. I'm pretty satisfied with what I have delivered last year, I hope I will keep similar regularity this year .
In the meantime, I have merged the final / polished version of the 25th tutorial about transform feedback particle system to the master branch. I have also added CMake support for that one.
After quite some time, I have managed to finish the 25th tutorial of my OpenGL 4 series . It's about transform feedback and how can it be used to program particle system. Find it here:025.) Transform Feedback Particle System
It took me a while, but I really put a lot of effort into this one, there are lots of features and things to learn . Article is not done yet as usual, it will be added later. The code is in GitHub (on dev branch), however it's not yet polished properly, I will do so in the coming days .
And to all my fellow readers - I wish you merry and joyful Christmas .
Next weekend, I will publish next and last tutorial of this year . It's been quite some time since last news, but that's just how it is before Christmas - everything just goes so fast! But I'm not chilling, I've been working a bit on my tutorials and I unified style of documentation and indentation (4 spaces instead of tab) throughout the whole project.
I also plan to update my tutorials to use VS 2019 till the end of the year. And what will come next year? I suppose that Visual Studio 2021 will come out so I will add support for that as well and I hope I can deliver ~10 tutorials next year, I have many ideas in my head, it just takes some time and effort to write a good tutorial .
So stay tuned and check next weekend!
After (only ) two weeks, I have managed to write an article to my latest tutorial about uniform buffer objects! Check it out:024.) Uniform Buffer Object
This one is pretty long, but don't get discouraged! It's a very good knowledge useful for your 3D graphics career .
One more month has passed and I bring you a very cool tutorial this time! It's about Uniform Buffer Objects . They exist to help us re-use uniform data among several shader programs, so that we have to set them only once and then use when needed. The tutorial can be found here:024.) Uniform Buffer Object
I hope you'll enjoy it and also learn something new . You can add new point lights with Space key and reset them with 'R' key .
Article is not yet done, but I suppose I should write it until the end of this month .
As I had a free day this week, I have finally decided to review and finalize CMake support of my OpenGL4 tutorials. If you pull now the latest changes, the tutorials can now be built using CMake both on Windows and Unix based systems!
I'm not 100% happy with the CMake solution, especially for Windows, but for now it's at least something and most importantly it works, so it's better than nothing . I might still upgrade the CMake build in the future, but at least I wanted to have all tutorials covered.
I have also successfully built the tutorials on my Linux Ubuntu 18.04 virtual machine. I couldn't run them however, but it's because virtual Linux doesn't support OpenGL 4.4 Context. I need to find a machine with Linux natively to try it out. But I guess if they compile without any issues, I really hope they will run too . The documentation and how-tos can be found in my repository.
So after 3 weeks, I have written the article to my 23rd OpenGL4 tutorial about point lights, you can read it here:
I'm sorry that it took me ~2 months to bring another tutorial, but it's finally out! It's about point lights and you can find here:
It took me a bit longer because I had lots of activities almost every weekend (because it was holiday) and so I did not have many free weekends. Even if I did, I was glad to just be at home and to rest .
As usual, article will be added later .
Three weeks later, I have added article to the 22nd article of my OpenGL4 series about cylinder and sphere . Check it out below:
Next tutorial I have already decided to be about point lights, other topics that will come sooner or later are particle systems, metaballs, keyframe / skeletal animation and much more .
One more month has passed and I bring you another tutorial. This time it's about generating meshes for further two primitives - cylinder and sphere! You can find the tutorial here:
I've put a lot of effort into this one, as I've created a simple solar system in this one . You can play around a lot in this one and you can control many things, see for yourself . I got inspired to do something like this by SpaceX first human flight mission, that took place exactly yesterday (at the time of writing this news), so that's why I created a bit more unusual scenery and environment .
As usual, article will be added later, because writing an article is sometimes even more difficult than writing the code itself .
Finally I have finished writing the article for specular highlight calculation! I have re-used ancient texts from OpenGL3 tutorial series and refined them a bit . Have a look here:
Next tutorial is already in progress and will teach you, how can we render cylinder and sphere .