Introduction to C++ OpenGL Programming
OpenGL is a low-level, widely supported modeling and rendering software package, available across all platforms. It can be used in a range of graphics applications, such as games, CAD design, or modeling.
OpenGL is the core graphics rendering option for many 3D games, such as Quake 3. The providing of only low-level rendering routines gives the programmer control and flexibility. These routines can easily be used to build high-level rendering and modeling libraries. The OpenGL Utility Library (GLU) does exactly this, and is included in most OpenGL distributions!
Unlike DirectX, OpenGL is only a graphics API; it doesn't include support for functionality such as sound, input, or networking.
OpenGL was originally developed in 1992 by Silicon Graphics, Inc, (SGI) as a multi-purpose, platform independent graphics API. Since 1992 all of the development of OpenGL has been headed by the OpenGL Architecture Review Board (ARB). This exclusive board is composed of the major graphics vendors and industry leaders such as Intel, IBM, NVIDIA, Microsoft, and Silicon Graphics.
OpenGL is a collection of several hundred functions that provide access to all of the features that your graphics hardware has to offer. Internally it acts like a state machine-a collection of states that tell OpenGL what to do. Using the API you can set various aspects of this state machine, including current color, blending, lighting effect, etc.
This is a very general introduction to OpenGL as I don't want to slam you with specifics, but give you an idea as to what OpenGL is so that you may decide for yourself if this set of lessons is for you. As always, happy coding, and see you next lesson (I hope)!
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