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
- 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.
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:
- 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.
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!