# OpenGL **Repository Path**: lixinye/OpenGL ## Basic Information - **Project Name**: OpenGL - **Description**: OpenGL 3 and 4 with GLSL - **Primary Language**: C - **License**: Not specified - **Default Branch**: master - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 0 - **Created**: 2020-05-29 - **Last Updated**: 2020-12-18 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README OpenGL ====== OpenGL 3 and OpenGL 4 with GLSL Please read [GLUS/README.txt](https://github.com/McNopper/OpenGL/blob/master/GLUS/README.txt) Please read [Binaries/README.txt](https://github.com/McNopper/OpenGL/blob/master/Binaries/README.txt) ====== Example01 - Basic window and OpenGL 3 initialization Example02 - Rendering of a triangle Example03 - Grey filter Example04 - Perspective rendering of a cube Example05 - Phong rendering of a sphere Example06 - Texturing of a cube Example07 - Normal mapping Example08 - Environment/cube mapping Example09 - GPU Particles Example10 - Geometry shader Example11 - Reflection and refraction Example12 - Shadow mapping Example13 - Simple tessellation (OpenGL 4.1) Example14 - Terrain rendering (OpenGL 4.1) Example15 - Water rendering Example16 - Model loading and rendering Example17 - Clipping planes and two sided rendering Example18 - Using stencil buffer and clipping planes Example19 - Render to texture and planar reflection Example20 - Texture matrix, alpha blending and discarding Example21 - Compute shader (OpenGL 4.3) Example22 - Shadow volumes Example23 - Displacement mapping (OpenGL 4.1, AMD hardware - not on Mac OS X - has artifacts but used to work) Example24 - Erode effect using perlin noise Example25 - Model with groups and materials Example26 - Fur rendering Example27 - Projection shadow for directional light Example28 - Screen space ambient occlusion (SSAO) (OpenGL 4.1) Example29 - CPU ray tracing Example30 - GPU ray tracing using compute shader (OpenGL 4.3) Example31 - Many lights using deferred shading (OpenGL 4.1) Example32 - BRDF and IBL rendering (OpenGL 4.1) Example33 - Real-Time BRDF and IBL rendering (OpenGL 4.1) Example34 - Subsurface scattering Example35 - Order independent transparency using depth peeling Example36 - Order independent transparency using linked list (OpenGL 4.4, AMD hardware has artifacts) Example37 - CPU ray marching Example38 - Basic usage of program pipeline and separable programs(OpenGL 4.1) Example39 - Basic usage of program pipeline, separable programs and shader subroutines (OpenGL 4.1, AMD hardware does not work properly) Example40 - Cloth simulation using compute shader (OpenGL 4.3) Example41 - Ocean wave height/normal map calculation with FFT using compute shader (OpenGL 4.3, NVIDIA hardware under Linux has artifacts) Example42 - FXAA (OpenGL 4.3) Example43 - Scene with several models having groups and materials Example44 - Conservative rasterization Example45 - GPU voxelization (OpenGL 4.4)