Welcome to the Spring 2014 OpenGL Workshop
The goal of this workshop is to explore various modern methods of using shaders and render buffers to achieve stunning visual effects.
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Day 1 |
Setup basic program using shaders, discuss shader compiling and linking. Discuss VAO's and their use within shaders. Modify basic program to take color as well as geometry. |
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Day 2 |
Loading and Rending textures, mostly rendering. Looking at 3d geometries. Adding mouse and keyboard input to the program. Try to look at cel shading. Start here. |
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Day 3 |
Meybe lighting, will definitely be doing cel shading. Also multi-pass rendering. Todays sample code. |
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Day 4 |
Lighting, ambiant, diffuse, specular. Sending normal data to graphics card. Code |
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Day 5 |
Finish lighting, start frame buffers. code |
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Day 6 |
Frame Buffers! code |
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Day 7 |
More fun with frame buffers code |
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Day 8 |
Post-processing for the Occulus. code |
Starting with a basic opengl example, each day students improved an existing project to add more features. Each day code from the previous session is posted to keep intermittent attenders up to date.
Each days example/starting code should be compilable and runable. Unfortunatly the code is not well commented or documented.