Introduction
  • About This Course
  • [THEORY] Introduction to GLEW, GLFW and SDL
  • [CODING] Setting up GLEW with GLFW
Beginner
  • [THEORY] Shaders and the Rendering Pipeline
  • [CODING] Shaders and the First Triangle
  • [THEORY] Vectors, Matrices and Uniform Variables
  • [CODING] Uniform Variables
  • [CODING] Using GLM (OpenGL Maths Library)
  • [IMPORTANT FIX] Regarding GLM Identity Matrices
  • [CODING] Transforming: Translation
  • [CODING] Transforming: Rotation
  • [CODING] Transforming: Scaling
  • [THEORY] Interpolation, Indexed Draws and Projections
  • [CODING] Interpolation
  • [CODING] Indexed Draws
  • [CODING] Projections
  • [CODING] Clean Up
The Camera
  • [THEORY] The Camera and User Input
  • [CODING] Camera: Input with GLFW
  • [IMPORTANT FIX] Camera Facing Random Direction
  • [CODING] Camera: Movement
Intermediate
  • [THEORY] Textures and Image Loading
  • [CODING] Texture Mapping
  • [THEORY] Phong Lighting and Directional Lights
  • [CODING] Ambient Lighting
  • [CODING] Diffuse Lighting
  • [CODING] Specular Lighting
  • [THEORY] Point Lights and Spot Lights
  • [CODING] Point Lights
  • [CODING] Spot Lights
  • [CODING] Model Importing
Advanced
  • [THEORY] Shadow Mapping
  • [CODING] Directional Shadow Maps
  • [THEORY] Omnidirectional Shadows, Cube Maps and the Geometry Shader
  • [CODING] Omnidirectional Shadow Maps: Creating the Cubemap
  • [CODING] Omnidirectional Shadow Maps: Applying the Shadow Map
  • [THEORY] The Skybox
  • [CODING] The Skybox
Ending and the Future of this Course
  • The Future of this Course
  • Outro