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Warning:This article describeslegacy OpenGL APIsthat have been removed fromcore OpenGL 3.1 and above(they are onlydeprecatedin OpenGL 3.0). It is recommended that you not use this functionality in your programs.

This article needs proper formatting or improved descriptions. Further details can be found on thetalk page.

What follows are links to small bits of code and examples submitted by outside parties. Many of these use functionality no longer available in core OpenGL.

  • GPU Skinned Skeletal Animation: Features GLSL GPU matrix palette skinning, normal mapping and LOD for animated OGRE XML files. Based on VC 2010.
  • GPU Geometry Clipmaps: A minimal OpenGL implementation of the 2004 Siggraph paper on terrain rendering. Based on VC 2010.
  • OpenGL 4 Tessellation Shader Tutorial: A simple OpenGL tutorial for using OpenGL 4 Tessellation Shaders. Based on VC 2010.
  • Quadric Mesh Simplification with Obj Viewer: Quadric based Mesh simplification with OpenGL Viewer and Source Code. Based on VC 2010.
  • OpenGL Win32 AppWizard: This appwizard creates a basic OpenGL application in MFC. Only works for Visual Studio 6 and VC 2002.
  • OpenGL Multiple Document Interface: Sample code for using pure Win32 functions for creating an MDI-style application. That is, multiple OpenGL windows with separation bars between them and the like.
  • D-language OpenGL Text Rendering: Tutorial in D for using FreeType and OpenGL to render text.
  • Simple Triangle Tutorial: A Win32 tutorial that draws a triangle. Covers OpenGL setup.
  • Simple Texture Mapping Information: Discusses the basics of textures and mapping. Does not cover mipmaps.
  • Space Sim Tutorial: A tutorial, for multiple OS's, for making space sims. Includes Linux, MacOSX, and Windows versions, and some OpenGL 3.3 material.
  • OpenGL in MFC Dialog: Explains how to create an OpenGL window within an MFC dialog.
  • OpenGL Intro in French: A French language introduction to OpenGL.
  • Assorted OpenGL sample code
  • Generating Resolution-Independent Meshes: Tutorial for using WMF and PostScript output to create resolution-independent meshes.
  • OpenGL in ActiveX Control: Uses ATL to create an ActiveX control that use OpenGL.
  • OpenGL Fog: Tutorial on Fog.
  • Misc. OpenGL Code Samples
  • Texture and Filtering Discussion: A short discussion on OpenGL texture filtering and image formats.
  • Bump Mapping Tutorial
  • Shadow Mapping Tutorial
  • Perspective Zooming Sample Code: A sample that shows how to create unconventional perspective projection matrices, for the purpose of zooming.
  • StereoLithography File Viewer
  • Non-Photorealistic Rendering Survey: A series of links to papers on various Non-Photorealistic Rendering techniques.
  • Borland C Compiler Introduction: How to get started using Borland C compiler.
  • GLSL-based Tutorials: Explains how to use GLSL. GL 2.1 focused.
  • GLSL Texturing Tutorial
  • Marching Cubes with Geometry Shaders
  • Assorted Code Samples: All pre-GL 2.1 stuff.
  • Short Tutorial Series: Deprecated tutorial series.
  • Assorted Graphics Demos: Several graphical effects are shown off, with sample code and a basic explanation of how it works.
  • OpenGL 3 and 4 examples on nopper.tv: Several basic and enhanced OpenGL 3 and 4 examples. Source code and assets are included.
  • Lazy Foo's OpenGL Tutorial: Covers OpenGL 2D in OpenGL 2.1 and modern OpenGL.
  • MarekKnows: Video tutorials for game developers. OpenGL, Math, Physics, Game Design and more.
  • OpenGL Specific Resources
  • QuesoGLC open source cross-platform implementation of GLC
  • SIGGRAPH 2001: Performance OpenGL: Platform Independent Techniques
  • Underlying commonalities of OpenGL implementations, how simple considerations kept in mind while authoring an application can greatly help in achieving better performance across all OpenGL capable platforms, and present techniques to determine where the performance bottleneck (and there always will be one) is occurring.
  • GDC2003 OpenGL Game Programming and Stencil Volumes Slides
  • The Advanced OpenGL Game Programming Course covers many advanced rendering topics in detail, starting with the mathematical principles behind them. Then, the corresponding OpenGL interfaces are presented, and followed by suggested applications for next generation games. Finally, demos are shown to illustrate the concepts. The techniques presented not only increase realism in games, but also increase performance by offloading many operations onto the GPU that were previously performed on the CPU. The Optimized Stencil Shadow Volumes slides discusses fast “possible silhouette” determination and stenciled shadow volume culling and scissoring approaches minimize both the GPU and CPU burden.
  • SGI OpenGL Programming Kitchen/Lab 1997
  • In October and November of 1997, Silicon Graphics, 3DLabs, and Texas Instruments presented a series of lectures and programming labs to game developers working principally on Microsoft Windows platforms. These lectured discussed basic techniques for improving performance and visual realism. The are the presentations from those lectures., ,
  • SIGGRAPH 1996-2000: Programming with OpenGL: Advanced Techniques
  • SGI courses from the SIGGRAPH conferences on Developing Efficient Graphics Software: The Yin and Yang of Graphic and Programming with OpenGL: Advanced Rendering. Includes presentations, notes example programs and source.
  • Texfont GLUT-based library for creating fonts out of textures
  • Programs to show the texture encoding and texture mapping using Texfont and GLUT
  • MUI portable interface using GLUT
  • The MUI portable user interface written in OpenGL with GLUT.
  • GLUT demos using Mesa 3D library
  • GLUT versions of the demonstration programs that come with the Mesa 3D library.
  • GLUT distribution example programs
  • Example programs that are part of the GLUT distribution
  • GLUT demos from “Advanced Programming in OpenGL” course
  • Demos from the Advanced Programming in OpenGL course at SIGGRAPH '96
  • GLUT distribution contributed samples
  • Programs that were contributed to the GLUT distribution
  • GLUT samples from “Advanced Programming in OpenGL” course
  • Programs from the Advanced Programming in OpenGL course at SIGGRAPH '96 a few more that snuck in
  • SIGGRAPH 99: Programming with OpenGL - Lighting & Shading; Advanced Graphics Programming
  • These courses were presented at the 1999 SIGGRAPH Conference in Los Angeles, California. The Lighting and Shading Techniques for Interactive Applications course demonstrated lighting and shading techniques useful for interactive applications. The Advanced Graphics Programming Techniques Using OpenGL demonstrated more sophisticated and novel techniques possible using the OpenGL library.
  • Rendering Grids with OpenGL Evaluators
  • How to quickly render a graph paper-like grid. Grids are often used as backdrops for 3D models to get extra distance cues to the viewer.
  • Particle Sytems Rendered as OpenGL Points
  • This code shows a particle system rendered as OpenGL points with attenuation of point size based on eye distance.
  • OpenGL-rendered patchy planar reflections
  • Reflections in puddles of water can add an extra eerie realism to first-person advantures. It is straightforward to render patchy planar reflections with OpenGL.
  • OpenGL-rendering of Underwater Caustics
  • Light hitting the rippling surface of the water creates focusing effects or caustics on underwater surfaces (such as the walls of a pool). These effects are straightforward to generate using a second blended rendering pass with OpenGL's texture coordinate generation functionality and some caustic texture patterns
  • An Application-specific OpenGL Benchmark Harness
  • To help you quickly determine your application's real rendering speed on a given piece of hardware, it often helps to isolate the important rendering code in your application into a small application-specific benchmark.
  • OpenGL Projected Textures
  • OpenGL GLUT-based source code demonstrating projected textures used to cast a spotlight or a 35mm slide onto arbitrary surfaces
  • OpenGL-based Real-Time Shadows
  • This code demonstrates real-time shadows cast by object of arbitary shape onto arbitary geometry. The shadows are not the simple planar shadow projections but can be cast onto curved surfaces and can even be cast by objects with holes in them.
  • Virtualized OpenGL Light Sources for Efficient Multi-Light Source Lighting
  • Virtualized light sources refers to having a large number of scene light sources are mapped dynamically to OpenGL's limited number of (potentially hardware accelerated) OpenGL light sources using per-vertex lighting.
  • Adaptive OpenGL Performance: isfast and pdb - an OpenGL performance database
  • When you're writing an OpenGL application, how do you know whether a particular feature (like depth buffering or texture mapping) is fast enough to be useful? Measure it.
  • Using Sam Leffler’s libtiff with OpenGL and GLUT
  • OpenGL's texture mapping and pixel processing facilities make it an excellent hardware acceleratable image processing API. This page shows how to write OpenGL programs that read, display, and write TIFF image files.
  • Rendering a Magic Halo with OpenGL
  • OpenGL provides rendering capabilities that enable real-time halo effects around 3D objects within your game scene that can also combine with other OpenGL rendering techniques
  • Shadows, Lighting, Reflections, and Textures all at Once
  • How OpenGL provides all the rendering functionality needed to combine texturing, lighting, reflections, and shadows all in a single scene.
  • Achieving Quality PostScript output for OpenGL
  • How to use OpenGL's feedback mechanism to generate resolution independent versions of scenes rendered by OpenGL programs.
  • Rendering Fast reflections with OpenGL
  • OpenGL has all the features needed to render fast high-quality reflections on planar surfaces. Artifact-free planar reflections require 3D transformations, blending, and stenciling.
  • Fast OpenGL-based “in place” scale & bias technique
  • A scale & bias operation lets an application quickly adjust the contrast and/or bightness of an image. In place refers to a scale & bias *after* texture filtering.
  • BSP FAQ
  • This FAQ about Binary Space Partitioning (BSP) Trees is intendedfor developers with working knowledge of computer graphics principles such as viewing transformations, clipping, and polygons, and of binary searching and sorting trees as covered in most computer algorithms textbooks.
  • An Interactive Introduction To OpenGL Programming - Siggraph 2001 Course
  • Presentation notes and tutorials, as well as some background papers regarding OpenGL presented at Siggraph 2001. The tutorials include versions compiled for SGI’s Irix, Linux, and Microsoft Windows 9X/NT operating systems, as well as source code. All necessary data is included with the programs.
  • OpenGL Win32 Sample code
  • Windows 95/NT specific programs intended to be a tutorial for those getting started with OpenGL and Win32 including mouse events, pixel zoom, Window DIB, and more.
  • More sophisticated OpenGL Samples
  • More interesting samples collected from a variety of places including CSG, distorting an image, drips, simple games, particles, mesh with a color ramp scale, palette animation, real-time soft shadows, and more.
  • OpenGL Simple Samples
  • Collection of simple programs helpful for testing an OpenGL implementation including accumulation testing, bitmap rendering, depth buffering, simple NURBs, packed pixels, shape primitives, warping, and more. Many have keyboard options.
  • Redbook Samples
  • Examples from the OpenGL Programming Guide v1.1 (Redbook) including drawing anti-aliased lines, accumulation buffer, texturing, clipping planes, fog, display lists, mipmaps, gl lighting, vector fonts, and more.

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