OpenGL Fixed Function to Shaders
Open Graphics Library (OpenGL) is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics. The API is typically used to interact with a graphics processing unit (GPU), to achieve hardware-accelerated rendering.
Historically, fixed-function APIs consisted of a set of function entry points that would map to dedicated logic for a specific purpose in GPUs designed to support them. As shader based GPUs evolved, fixed-function APIs were then implemented by graphics driver engineers using a universal shading architecture. OpenGL and OpenGL/ES are 3D graphics APIs that transitioned from the fixed-function programming model into the shader-based programming model.
While there are many tutorials that can introduce you to a ‘modern’ OpenGL (e.g., OpenGL 3.3 or greater), few can be found that will cover specific areas of this webinar. In this webinar, we will compare and contrast old fixed-functionality and explore its modern replacement while reviewing:
- Porting fixed-function OpenGL to modern OpenGL
- Vertex Attribute data
- Rendering
- 3D mathematics
It is recommended that anyone who would like to attend this webinar, have some foundational experience using OpenGL.