News


Mar-29, 2013

Published tutorial 41 - Object Motion Blur

Dec-15, 2012

Fixed a crash on AMD in tutorial 28.
glBindBufferBase must be called after glBufferData.
Bug was found by Mark Callow.

Dec-14, 2012

Upgraded all tutorials from 22 and on to Assimp version 3

Nov-6, 2012

All Ogldev tutorials are now available for Windows and Visual Studio 2010

Oct-29, 2012

Published tutorial 40 - Stencil Shadow Volume

Sep-28, 2012

Fixed a bug in tutorial 39 - missing handling of mutliple vertices with the same position

Sep-7, 2012

Published tutorial 39 - Silhouette Detection

Jun-29, 2012

Published tutorial 38 - Skeletal Animation With Assimp

Jun-23, 2012

Fixed a bug in tutorial 24 found by Mark Bayazit. A transformation of Z from the (-1,1) range to (0,1) was missing when calculating the shadow factor.

May-5, 2012

Published tutorial 37 - Deferred Shading - Part 3

Feb-27, 2012

Published tutorial 36 - Deferred Shading - Part 2

Jan-21, 2012

Published tutorial 35 - Deferred Shading - Part 1

Jan-2, 2012

Published tutorial 34 - GLFX - An OpenGL Effects Library

Dec-10, 2011

Published tutorial 33 - Instanced Rendering

Nov-18, 2011

ogldev now has a facebook page: http://www.facebook.com/pages/Ogldev/188319114585587

Nov-11, 2011


Oct-29, 2011

Published tutorial 31 - PN Triangles Tessellation

Oct-7, 2011

Published tutorial 30 - Basic Tessellation

Sep-11, 2011

Published tutorial 29 - 3D Picking

Aug-28, 2011

Published tutorial 28 - Particle System using Transform Feedback

July-30, 2011

Published tutorial 27 - Billboarding and the Geometry Shader

July-15, 2011

Published tutorial 26 - Normal Mapping

June-17, 2011

Published tutorial 25 - Skybox

May-27, 2011

Published tutorial 24 - Shadow mapping - part 2

May-9, 2011

Published tutorial 23 - Shadow mapping - part 1

Apr-18, 2011

Published tutorial 22 - Loading models using the Open Asset Import Library

Mar-25, 2011

Published tutorial 21 - Spot Light

Mar-11, 2011

Published tutorial 20 - Point Light

Feb-26, 2011

Published tutorial 19 - Specular Lighting

Feb-15, 2011

Fixed a couple of bugs in tutorial 18:
  1. When transforming the normal to world space in the vertex shader we must place zero in the fourth component. Without this the lighting looks correct only when the object is located at the origin. When the object is translated the normals must remain the same. This is achieved by the zero.
  2. When calculating the vertex normals we must normalize the result of the cross product because it is not guaranteed to be of unit length.

Feb-10, 2011

Published tutorial 18 - Diffuse Lighting

Jan-28, 2011

Published tutorial 17 - Ambient Lighting

Jan-19, 2011

Published tutorial 16 - Basic Texture Mapping

Jan-7, 2011

Published tutorial 15 - Camera Control - Part 2

Dec-25, 2010

Published tutorial 14 - Camera Control - Part 1

Dec-17, 2010

Published tutorial 13 - Camera Space

Dec-10, 2010

Site refresh following reviews by OpenGL forum members

Oct-19, 2010

ogldev.atspace.org is officially open!