OpenGL (1.2 - 2.0) Code Samples


Page 1:

Full-Screen Initialization
Primitive Types
Vertex Data (Vertex Arrays)

Multiple Vertex Arrays

Page 2:

Indexed Geometry
Near/Far Clipping Plane
Texture Mapping
Texture Filtering

Page 3:

Texture Addressing
Texture Sub-loading
Texture Mip-mapping
Alpha Texture Blending

Page 4:

Multi-Texture Blending
Color Key Transparency
DDS Texture Loader

Dot3 Per-Pixel Bump Mapping
Alpha Blending in the Frame buffer

Page 5:

Polygon Offset
First Person Shooter Controls

Color Tracking and Two-Sided lighting

Page 6:

Optimizing Meshes
Stanford Bunny Data Set
Point Sprites
Particle System
Particle System Using Optimized Billboards

Page 7:

How to Directly Allocate and Use AGP/Video Memory
Off-screen Rendering Using Pixel Buffers

Occlusion Query
Emboss Bump Mapping

Planar Shadows

Page 8:

Shadow Mapping
Stencil Shadow Volume
Point-Rotated Billboards
Axis-Aligned Billboards
Textured Sphere

Page 9:

Optimized Sphere
Benchmarking Test App
Using Textured Animated Sprites As Overlays
Simple Vertex Shaders
Simple ARB Vertex & Pixel Shader

Page 10:

Simple Vertex Shader (Cg)
Simple Vertex Shader (CgFX)
Simple Vertex & Pixel Shader (Cg)
Multi-Texturing with Cg
Simple Vertex & Fragment Shader (GLslang)

Page 11:

Lighting Shader (Cg)
Anisotropic Lighting Shader
Vertex Displacement or Mesh Deformation Shader
Recreating OpenGL's Fixed Function Pipeline using Cg
Matrix Palette Skinning on the Hardware

Page 12:

Grayscale Shader
Rendering Fake Volumetric Lines
View Frustum Culling

Basic Collision Detection using Bounding Spheres and Triangle Intersection

Page 13:

Solid Node BSP Tree Compiler
Simple Introduction to the NovodeX Physics SDK
How to use the Tokamak SDK to Create a Rope or Chain using Ball-Joints
How to use the Tokamak SDK to Create a Stack of Blocks
Multi-Texture Blending With Cg

Page 14:

Simple Displacement Mapping Using Cg
Off-screen Rendering Using Frame-Buffer Objects
Simple Geometry Shader Using Cg
Alpha Blending with Multisample Transparency