Table Of Contents (so far):
- Preface: What is OpenGL?
Learn about some of the history behind computer graphics and how OpenGL came to be. Also includes an important requirements section.
- Chapter 1: Getting Started
Learn how to set up a rendering window using FreeGLUT, GLEW, and of course OpenGL functionality.
- Chapter 2: Vertices and Shapes
Learn how to draw simple geometry using vertex array objects (VAO) and vertex buffer objects (VBO), both fundamental techniques.
- Chapter 3: Index Buffer Objects and Primitive Types
Learn how to draw complex geometry easier by using index buffer objects (IBO). This chapter also discusses a few more primitive types.
- Chapter 4: Entering the Third Dimension
Learn about transformations, polygon culling, shader uniforms, and how to draw three dimensional data.
Click here to find out who participated in the creation of OpenGLBook.com.
Until a proper chapter on programming OpenGL on Windows is written, please use the following blog post to find out how to set up OpenGL, FreeGLUT, and GLEW in Visual C++.