Published tutorial 41 - Object Motion Blur
Fixed a crash on AMD in tutorial 28.
glBindBufferBase must be called after glBufferData.
Bug was found by Mark Callow.
Upgraded all tutorials from 22 and on to Assimp version 3
All Ogldev tutorials are now available for Windows and Visual Studio 2010
Published tutorial 40 - Stencil Shadow Volume
Fixed a bug in tutorial 39 - missing handling of mutliple vertices with the same position
Published tutorial 39 - Silhouette Detection
Published tutorial 38 - Skeletal Animation With Assimp
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.
Published tutorial 37 - Deferred Shading - Part 3
Published tutorial 36 - Deferred Shading - Part 2
Published tutorial 35 - Deferred Shading - Part 1
Published tutorial 34 - GLFX - An OpenGL Effects Library
Published tutorial 33 - Instanced Rendering
ogldev now has a facebook page: http://www.facebook.com/pages/Ogldev/188319114585587
- Published tutorial 32 - Vertex Array Objects
- Fixed a bug in tutorial 31 that was noticed by Michael Krone. The normals in the
VS must be normalized before they are sent to the TCS. This caused a visual anomaly around the monkey's eyes in the demo.
Published tutorial 31 - PN Triangles Tessellation
Published tutorial 30 - Basic Tessellation
Published tutorial 29 - 3D Picking
Published tutorial 28 - Particle System using Transform Feedback
Published tutorial 27 - Billboarding and the Geometry Shader
Published tutorial 26 - Normal Mapping
Published tutorial 25 - Skybox
Published tutorial 24 - Shadow mapping - part 2
Published tutorial 23 - Shadow mapping - part 1
Published tutorial 22 - Loading models using the Open Asset Import Library
Published tutorial 21 - Spot Light
Published tutorial 20 - Point Light
Published tutorial 19 - Specular Lighting
Fixed a couple of bugs in tutorial 18:
- 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.
- When calculating the vertex normals we must normalize the result of the cross product
because it is not guaranteed to be of unit length.
Published tutorial 18 - Diffuse Lighting
Published tutorial 17 - Ambient Lighting
Published tutorial 16 - Basic Texture Mapping
Published tutorial 15 - Camera Control - Part 2
Published tutorial 14 - Camera Control - Part 1
Published tutorial 13 - Camera Space
Site refresh following reviews by OpenGL forum members
ogldev.atspace.org is officially open!