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To compile and run this tutorials some or all of this libraries are required: FreeImage 3.16.0, GLEW 1.11.0, GLUT 3.7.6 / GLUT for Dev-C++, GLM 0.9.5.4
Latest news
September 14, 2014, 10:51 AM

Updated tutorials:


New features:

  • 9x9 SSAO blur filter with edge detection, so pixels on edges in final SSAO image are not blurred anymore
  • Antialiasing method consisting of an edge detection algorithm and a simple blur filter based on the "GPU Gems 3 - Chapter 19. Deferred Shading in Tabula Rasa" article
August 24, 2014, 01:12 PM

All tutorials are recompiled with the latest versions of the required libraries.

We are working on a new tutorial.

We are looking for new members to our team.

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3D C/C++ tutorials index
Resources and 3D math

>> CString - String operations <<
>> GLMath - Vector and matrix operations <<
>> OpenGL perspective projection <<
OpenGL 1.5

>> Win32 OpenGL Window <<
>> MFC OpenGL Window <<
>> Cube rendering, rotating and lighting <<
>> Texturing <<
>> Vertex array <<
>> Multisample antialiasing <<
>> Vertex buffer object (VBO) <<
OpenGL 2.1

>> OpenGL, Win32, GLEW, FreeImage, GLM <<
>> Loading GLSL shaders <<
>> Camera <<
>> GLSL 1.2 vertex shader and fragment shader <<
>> OpenGL 2.1 tutorials Win32 framework <<
>> God rays <<
>> GLSL cube mapping <<
>> GLSL shadow mapping <<
>> Fast realistic soft penumbra shadows <<
>> Sun rays, lens flare, halo <<
>> Atmospheric light scattering <<
>> Planet Earth from space <<
>> Terrain <<
>> Interactive water surface, light reflection and refraction, caustic <<
>> Water waves GPU algorithm <<
>> Loading, picking and moving objects <<
>> GLSL shadow cube mapping <<
>> High dynamic range, bloom <<
>> Screen space ambient occlusion <<
>> Screen space ambient occlusion plus <<
OpenGL 2.1 - Deferred rendering

>> Deferred rendering - Point lights <<
>> Deferred rendering - Antialiasing <<
>> Deferred rendering - Screen space ambient occlusion <<
>> Deferred rendering - Shadow cube mapping <<
OpenGL 3.3

>> OpenGL 3.3 tutorials Win32 framework <<
>> Shader, vertex array object (VAO) <<
>> Skybox, GLSL cube mapping <<
>> Flying camera, collision detection <<
OpenGL ES 2.0

>> OpenGL ES 2.0 on Android <<
Projects

>> OpenGL 2.1 game engine <<
>> 3D game editor <<
Software rendering

>> Software renderer - Multithreading, SSE2 <<
>> Software shadow mapping - Multithreading, SSE2 <<
Ray tracing

>> CPU ray tracer 00 - Color buffer, rays <<
>> CPU ray tracer 01 - Ray triangle intersection <<
>> CPU ray tracer 02 - Uniform grid <<

>> CPU ray tracer <<
© 2010 - 2014 Bc. Michal Belanec, michalbelanec@centrum.sk
Last updated at September 14, 2014
OpenGL® is a registered trademark of Silicon Graphics Inc.