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OpenGL (Open Graphics Library) is a graphics standard and API which is platform-independent and available for desktop, workstation and mobile devices. It is designed to provide hardware-accelerated rendering, and hence gives greatly improved performance over traditional software rendering. OpenGL is used for applications like CAD software and computer games. The OpenGL standard, as well as OpenGL ES, is controlled by the Khronos group.

1 vote

Always rotate in the direction of mouse movement

Transformations, and especially rotations, may have different visual effects, depending on the order they are applied to the target object. For example, using a rotation $M_R$ and a translation $M_T$ …
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9 votes

Does it matter whether I learn OpenGL or Direct3D?

The choice between OpenGL, Direct3D and Metal is primarily the choice, which operating system you target. … Direct3D is primarily available on Windows, Metal on OS X and iOS, and OpenGL is supported on most systems including OS X, iOS, Windows and Linux. …
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14 votes
1 answer
5k views

Do I need to rebind uniforms or attributes when changing shader programs?

Rendering the scene usually involves more than one shader program which, in my case, all use the same attributes and share at least some of the uniforms. To have them working properly, I currently pla …
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8 votes
2 answers
805 views

Real-time translucency effect

While rendering my scene with OpenGL, I sometimes add an overlay which contains information, settings and a few draggable items. …
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9 votes
2 answers
323 views

When is it better to upload partial model matrices to the vertex shader?

As of now, when rendering my scene and while iterating through the scene graph, for each node its model matrix is calculated from the parent's model matrix and the scene node's pose. This is quite sim …
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4 votes

How to reduce the number of draw calls when rendering one object multiple times?

In OpenGL ES there is Instancing which provides allows for rendering one object multiple times. … Note: In OpenGL ES 2, you need to use gl_InstanceIDEXT and glDrawElementsInstancedEXT as it is an extension there. …
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6 votes
2 answers
3k views

How to reduce the number of draw calls when rendering one object multiple times?

Especially when rendering particle effects, the same object needs to be rendered several times with slightly modified properties. But these changes are often limited to properties like pose or texture …
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