book
OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.3, Eighth Edition
by Dave Shreiner, Graham Sellers, John M. Kessenich, Bill M. Licea-Kane
March 2013
Intermediate to advanced
984 pages
26h 18m
English
Content preview from OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.3, Eighth EditionBecome an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,







O’Reilly covers everything we've got, with content to help us build a world-class technology community, upgrade the capabilities and competencies of our teams, and improve overall team performance as well as their engagement.
I wanted to learn C and C++, but it didn't click for me until I picked up an O'Reilly book. When I went on the O’Reilly platform, I was astonished to find all the books there, plus live events and sandboxes so you could play around with the technology.
I’ve been on the O’Reilly platform for more than eight years. I use a couple of learning platforms, but I'm on O'Reilly more than anybody else. When you're there, you start learning. I'm never disappointed.
I'm always learning. So when I got on to O'Reilly, I was like a kid in a candy store. There are playlists. There are answers. There's on-demand training. It's worth its weight in gold, in terms of what it allows me to do.
Creating a Shadow Map
The first step is to create a texture map of depth values as seen from the light’s point of view. You create this by rendering the scene with the viewpoint located at the light’s position. Before we can render depth into a depth texture, we need to create the depth texture and attach it to a framebuffer object. Example 7.15 shows how to do this. This code is included in the initialization sequence for the application.
Example 7.15. Creating a Framebuffer Object with a Depth Attachment
// Create a depth textureglGenTextures(1, &depth_texture);glBindTexture(GL_TEXTURE_2D, depth_texture);// Allocate storage for the texture dataglTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32, DEPTH_TEXTURE_SIZE, ...
Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
and much more.
Read now
Unlock full access