OpenGL experiments
Recently I have been learning basic realtime 3D graphics using OpenGL ES 2.0, GLSL and C++. This is my first time coding anything more serious in 3D and also OpenGL! In theory this could run on any platform that supports OpenGL ES 2.0; ranging from PCs to Smart Phones. All of the content was used purely for learning purposes.
Cross-Platform window management using PowerVR VRShell.
Initialization of projection and view matrices with the help of GLM (OpengGL Mathematics).
Rendering 3x colored cubes using a single Vertex Buffer Object. Simple interpolating-color fragment shader.
Loading of image data using FreeImage. Rendering of three rotating and textured cubes.
Used Libraries: OpenGL ES 2.0, GLM, FreeImage, OOIS, Boost
- World Triangles
- Implemented free-fly quaternion-based camera. Rendering single-textured world.
- Rendering a world with multiple different textures.
- Fighting with invalid Texture UVs
- Still fighting with invalid Texture UVs.
- Rendering Glastheim castle entrance
- Calculating per-triangle normals. Some faces aren’t calculated correctly yet because the order of triangle vertices was output wrong.
- Correct triangle normals mixed with texture color.
- Single-light lightening that uses the previously calculated vertex normals.
- More shading. This time with a slightly red light color.
- Blue light color.
- The previous scene without the shading effect.
- Added Specular Reflections. The bright spots.
- More specular reflections. It makes the image smoother.
- More specular reflections. Smooth!
- Specular Reflections in Glastheim
- Loading and rendering of basic models. Untextured with simple vertex normals.
- Model with Smooth Vertex Normals generated by averaging triangle normals of adjacent vertices.
- Rendering of multiple textured models. The orientation is still awfully wrong.
- A very slightly less strange world.
- Still a Strange World. Now slightly better positioned.





















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