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OpenGL is a graphics standard and API which targets the desktop and workstation markets. It is designed to be easy to accelerate with dedicated computer hardware, and hence most implementations give greatly improved performance over traditional software rendering. Currently, OpenGL is used for applications like CAD software and computer games. It is also cross-platform. The OpenGL standard is controlled by the Khronos group, which also controls OpenGL ES.

1 vote

OpenGL wireframe

You could try some kind of simple distance function in the pixel shader. Perhaps something like barycentric coordinates (store different RGB at the vertices and the rasteriser will do most of the work …
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6 votes
Accepted

GL_EXT_draw_instanced vs VBO's

The advantage to instancing is to allow multiple objects to be drawn in a single draw-call, reducing the overhead of calling the API. Typically as well as the geometry, you would also have a buffer c …
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0 votes

Camera rotation (OpenGL)

Are you actually setting the identity matrix at any point? What other matrix ops are happening, and in what order?
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6 votes
Accepted

Is there an efficient, available online, algorithm for converting a matrix of squares into a...

Firstly, I'd suggest that if your primitives (the squares) have different appearances, especially opacity, then tri-stripping may not make sense (i.e. the vertices aren't really shared). Secondly, th …
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2 votes

What is the purpose of the canonical view volume?

I note an answer has already been accepted, but it's generally useful for clipping to have the view frustum transformed into a unit cube.
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8 votes

How to get PS3/Xbox 360 experience without having access to Dev kits?

If it's a graphics related position you're looking for, demonstrate you know 3D maths, and how to use an API well (OpenGL or D3D, don't care which really - just make sure you optimise it well). …
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2 votes
Accepted

Draw multiple LINE_LOOPs in one glDrawElements call

Surely if you're using indices, you're not repeating verts? You could also look at instancing, where you have a set of primitives being repeatedly drawn with a set of matrices being sent at lower fre …
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2 votes
Accepted

Correct order of rotation and translation

You're right about having the camera applied first and then the object transform, because this allows the usage of pushing and popping matrix states between objects. Aside from that there is no "corr …
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1 vote

3D theory before graphics APIs?

If you want to understand how a traditional software rendering pipeline works (and things haven't changed that much even with the introduction of programmable hardware pipelines), one book I'd definit …
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2 votes
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Atmospheric Scattering

HDR isn't always necessary. A lot of the time you can get away with compressing your output values in the pixel shader. Essentially you're just doing the tone-mapping in a single pass, so you have HDR …
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5 votes
Accepted

Motion blur is blurring static stuff

The texel co-ordinates, if you have bilinear filtering, are falling between the texels rather than being centered. You either need to to add half a texel to the UVs, or turn off filtering.
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6 votes
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Efficient skeletal animation

Limiting the number of bone influences is common, yes. You can either 0-weight unused influences, or have a loop/early-out mechanism to skip. As for whether it works for an RTS, I don't have a refere …
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