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	<title>Computer Graphics Tutorials and Examples with OpenGL</title>
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	<link>https://talkera.org/opengl</link>
	<description>OpenGL Tutorial</description>
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		<title>Lesson 16: Waving flag with OpenGL and GLSL</title>
		<link>https://talkera.org/opengl/lesson-16-waving-flag-with-opengl-and-glsl/</link>
		<comments>https://talkera.org/opengl/lesson-16-waving-flag-with-opengl-and-glsl/#comments</comments>
		<pubDate>Sat, 27 Sep 2014 14:04:31 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[Advanced]]></category>
		<category><![CDATA[flag]]></category>
		<category><![CDATA[GLSL]]></category>
		<category><![CDATA[OpenGL]]></category>

		<guid isPermaLink="false">https://talkera.org/opengl/?p=246</guid>
		<description><![CDATA[With the newer versions of OpenGL we are able to manipulate the OpenGL Rendering Pipeline. This gives a lot of power to the developers to do graphical manipulations and visual effects.  So far we have used the classical method to display 3D graphics.This (simplified) OpenGL pipeline is: Essentially what we will do is upload small [&#8230;]]]></description>
		<wfw:commentRss>https://talkera.org/opengl/lesson-16-waving-flag-with-opengl-and-glsl/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Lesson 15: Water effect with OpenGL (on the GPU with GLSL)</title>
		<link>https://talkera.org/opengl/lesson-15-water-with-opengl-on-the-gpu-with-glsl/</link>
		<comments>https://talkera.org/opengl/lesson-15-water-with-opengl-on-the-gpu-with-glsl/#comments</comments>
		<pubDate>Fri, 26 Sep 2014 16:01:51 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[Advanced]]></category>
		<category><![CDATA[flag]]></category>
		<category><![CDATA[GLSL]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[shaders]]></category>
		<category><![CDATA[water]]></category>

		<guid isPermaLink="false">https://talkera.org/opengl/?p=227</guid>
		<description><![CDATA[With the newer versions of OpenGL we are able to manipulate the OpenGL Rendering Pipeline. This gives a lot of power to the developers to do graphical manipulations and visual effects.  So far we have used the classical method to display 3D graphics.This (simplified) OpenGL pipeline is: Essentially what we will do is upload small [&#8230;]]]></description>
		<wfw:commentRss>https://talkera.org/opengl/lesson-15-water-with-opengl-on-the-gpu-with-glsl/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Lesson 14: Reflection (Easy cool effect)</title>
		<link>https://talkera.org/opengl/lesson-14-reflection-easy-cool-effect/</link>
		<comments>https://talkera.org/opengl/lesson-14-reflection-easy-cool-effect/#comments</comments>
		<pubDate>Wed, 24 Sep 2014 19:57:12 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[Easy]]></category>

		<guid isPermaLink="false">https://talkera.org/opengl/?p=220</guid>
		<description><![CDATA[The reflection effect is very easy to create in OpenGL, but at the same time it is a very cool effect. Creating reflection in OpenGL can be done simply by drawing the exact same scene twice, once in the positive and once in the negative direction. We can do this as (pseudo code): drawScene() drawPlane() [&#8230;]]]></description>
		<wfw:commentRss>https://talkera.org/opengl/lesson-14-reflection-easy-cool-effect/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Lesson 13: Face generation</title>
		<link>https://talkera.org/opengl/lesson-13-face-generation/</link>
		<comments>https://talkera.org/opengl/lesson-13-face-generation/#comments</comments>
		<pubDate>Sun, 21 Sep 2014 21:51:25 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[Intermediate]]></category>
		<category><![CDATA[face]]></category>
		<category><![CDATA[heightmap]]></category>
		<category><![CDATA[human]]></category>
		<category><![CDATA[OpenGL]]></category>

		<guid isPermaLink="false">https://talkera.org/opengl/?p=179</guid>
		<description><![CDATA[We can generate 3D faces from 2D flat images. Using OpenGL this can be challenging, after all it is not a lot more than a primitive triangle rendering API. The technique we will use in this tutorial is very similar, if not nearly identical, to terrain generation in our previous tutorial. We got the original face image from [&#8230;]]]></description>
		<wfw:commentRss>https://talkera.org/opengl/lesson-13-face-generation/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Lesson 12: Terrain Rendering with OpenGL</title>
		<link>https://talkera.org/opengl/lesson-12-terrain-generation-and-rendering/</link>
		<comments>https://talkera.org/opengl/lesson-12-terrain-generation-and-rendering/#comments</comments>
		<pubDate>Sat, 20 Sep 2014 22:05:31 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[Intermediate]]></category>
		<category><![CDATA[heightmap]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[terrain]]></category>

		<guid isPermaLink="false">https://talkera.org/opengl/?p=150</guid>
		<description><![CDATA[In this tutorial we will render terrains. Essentially a terrain is a complex 3d model.  It conists of vertexes, faces, texture coordinates, normal vectors etc.  Al though it is possible to load complete models such as Wavefront OBJ models, it is generally better to dynamically generate them.  First, we must define a terrain (or variation in [&#8230;]]]></description>
		<wfw:commentRss>https://talkera.org/opengl/lesson-12-terrain-generation-and-rendering/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Lesson 11:  Loading Quake II (MD2) Models</title>
		<link>https://talkera.org/opengl/lesson-11-loading-quake-ii-md2-models/</link>
		<comments>https://talkera.org/opengl/lesson-11-loading-quake-ii-md2-models/#comments</comments>
		<pubDate>Wed, 17 Sep 2014 14:58:19 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">https://talkera.org.cp-in-1.webhostbox.net/opengl/?p=129</guid>
		<description><![CDATA[In this tutorial we will demonstrate how to load Quake II models.  The video game was released around 1997-1999, so models might be hard to find. You can however use/buy the original game. If you search a lot, you may also find some models online. Quake II models are referred to as MD2 models.  Other [&#8230;]]]></description>
		<wfw:commentRss>https://talkera.org/opengl/lesson-11-loading-quake-ii-md2-models/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Lesson 10: Loading Stanford PLY 3D Models</title>
		<link>https://talkera.org/opengl/lesson-10-loading-stanford-ply-3d-models/</link>
		<comments>https://talkera.org/opengl/lesson-10-loading-stanford-ply-3d-models/#comments</comments>
		<pubDate>Wed, 17 Sep 2014 11:58:30 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">https://talkera.org.cp-in-1.webhostbox.net/opengl/?p=125</guid>
		<description><![CDATA[Stanford PLY 3D models are similiar to Wavefront OBJs. Both are static objects. However, models stored in the PLY format are generally in binary format (e.g. unreadable with a normal text editor), but an ascii version of the format also exists. The files themselves store vertexes and faces.  If you are unfamiliar with these, please read the [&#8230;]]]></description>
		<wfw:commentRss>https://talkera.org/opengl/lesson-10-loading-stanford-ply-3d-models/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Lesson 9: Loading Wavefront OBJ 3D models</title>
		<link>https://talkera.org/opengl/lesson-9-loading-wavefront-obj-3d-models/</link>
		<comments>https://talkera.org/opengl/lesson-9-loading-wavefront-obj-3d-models/#comments</comments>
		<pubDate>Wed, 17 Sep 2014 11:17:23 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">https://talkera.org.cp-in-1.webhostbox.net/opengl/?p=108</guid>
		<description><![CDATA[In this tutorial we will load Wavefront OBJ 3D models. These models are static models (e.g. the model itself does not have any movement definition). You can get a set of example models here : http://people.sc.fsu.edu/~jburkardt/data/obj/obj.html  Remember to triangulate them in Blender or another 3d editing program. Every OBJ model consists of a point cloud. For [&#8230;]]]></description>
		<wfw:commentRss>https://talkera.org/opengl/lesson-9-loading-wavefront-obj-3d-models/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Lesson 8: Parsing and loading custom image formats, TGA</title>
		<link>https://talkera.org/opengl/lesson-8-parsing-and-loading-custom-image-formats/</link>
		<comments>https://talkera.org/opengl/lesson-8-parsing-and-loading-custom-image-formats/#comments</comments>
		<pubDate>Wed, 17 Sep 2014 10:21:50 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">https://talkera.org.cp-in-1.webhostbox.net/opengl/?p=96</guid>
		<description><![CDATA[In this tutorial we&#8217;ll look into custom image formats. Al though you can get away with most of the image formats provided by an additional library, at some point you may want to load a custom format. Proprietary video games often have their own custom image formats. In our case we&#8217;ll load an image stored [&#8230;]]]></description>
		<wfw:commentRss>https://talkera.org/opengl/lesson-8-parsing-and-loading-custom-image-formats/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Lesson 7: OpenGL Keyboard Control</title>
		<link>https://talkera.org/opengl/opengl-keyboard-control/</link>
		<comments>https://talkera.org/opengl/opengl-keyboard-control/#comments</comments>
		<pubDate>Wed, 23 Apr 2014 22:44:44 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[Intermediate]]></category>

		<guid isPermaLink="false">https://talkera.org.cp-in-1.webhostbox.net/opengl/?p=72</guid>
		<description><![CDATA[You will need to change the previous code for this tutorial. OpenGL is used to communicate with the Graphical Processing Unit, so by default it does not contain keyboard control. You will need a library to communicate with the keyboard. We can use SDL (which we have been using all this time) to take keyboard [&#8230;]]]></description>
		<wfw:commentRss>https://talkera.org/opengl/opengl-keyboard-control/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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