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learnopengl.com
| | hereket.com
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| | [AI summary] A tutorial demonstrating how to create a window with raw Xlib and render a colored triangle using modern OpenGL shaders in C.
| | aerotwist.com
2.7 parsecs away

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| | [AI summary] This article introduces shaders in the context of WebGL and Three.js, explaining their role in rendering 3D graphics and providing basic examples of vertex and fragment shaders.
| | 3zanders.co.uk
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| | A basic tutorial on creating a modern OpenGL context and getting a simple triangle drawn to the screen.
| | therealmjp.github.io
23.3 parsecs away

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| Lately I've been thinking about things in graphics that have long worn out their welcome, and I started a list of techniques that I hope will be nowhere in sight once everyone moves on to next-gen console hardware (or starts truly exploiting high-end PC hardware). Here they are, in no particular order: Phong/Blinn-Phong - we need more expressive BRDF's for our materials, and these guys are getting in the way. Phong is just plain bad, as it doesn't even produce realistic streaks at glancing angles (due to using the reflection vector and not the halfway vector like with microfacet-based BRDF's).