Category Archives: Game Development

OpenGL FPS Camera Quaternion

Last time we created a First Person Shooter (FPS) camera style using rotation matrices for orientation. In this tutorial we will create the same camera but instead of using rotation matrices we will use quaternions. Small introduction to quaternions First Person Camera implement I Gimbal lock with quaternions First Person Camera implement II Conclusions  …

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Texture Mapping Continued

The previous tutorial introduced the foundation of texture mapping in OpenGL, and focused on illustrating how a .BMP texture file is correctly mapped to a cube mesh. This is a great starting point, and during the current tutorial we will take it one step further by introducing texture loading libraries, the notion of multitexturing, and UV…

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Texture Mapping

In previous tutorials we began constructing objects in our virtual space and assigning colors to their vertices, thus obtaining multicolored cubes which we could admire. However, in most, if not all cases, whenever you generate an object to use inside a game, a simulation, etc. the object might require more visually complex coating than a…

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Drawing a Cube

Moving on from 2D to 3D in our drawing process, we arrive at the easiest geometric form one could draw with an extra dimension added: the humble cube. Because we are moving step by step in our learning process, we will be drawing a cube in the most inconvenient way possible: by creating the vertex…

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Debugging OpenGL Part II

In the previous tutorial we saw how hard and painful it is to work with glGetError. Luckily in OpenGL 4.3 a new feature was introduced called Debug Output that makes OpenGL error checking much more easier. Prior to version OpenGL 4.3 this feature was just an extension that can be found under the following names:  AMD_debug_output (was first…

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