


Introduction
Getting started OpenGL Creating a window Hello Window Hello Triangle Shaders Textures Transformations Coordinate Systems Camera Review
OpenGL
Creating a window
Hello Window
Hello Triangle
Shaders
Textures
Transformations
Coordinate Systems
Camera
Review
Lighting Colors Basic Lighting Materials Lighting maps Light casters Multiple lights Review
Colors
Basic Lighting
Materials
Lighting maps
Light casters
Multiple lights
Review
Model Loading Assimp Mesh Model
Assimp
Mesh
Model
Advanced OpenGL Depth testing Stencil testing Blending Face culling Framebuffers Cubemaps Advanced Data Advanced GLSL Geometry Shader Instancing Anti Aliasing
Depth testing
Stencil testing
Blending
Face culling
Framebuffers
Cubemaps
Advanced Data
Advanced GLSL
Geometry Shader
Instancing
Anti Aliasing
Advanced Lighting Advanced Lighting Gamma Correction Shadows Shadow Mapping Point Shadows Normal Mapping Parallax Mapping HDR Bloom Deferred Shading SSAO
Advanced Lighting
Gamma Correction
Shadows Shadow Mapping Point Shadows
Shadow Mapping
Point Shadows
Normal Mapping
Parallax Mapping
HDR
Bloom
Deferred Shading
SSAO
PBR Theory Lighting IBL Diffuse irradiance Specular IBL
Theory
Lighting
IBL Diffuse irradiance Specular IBL
Diffuse irradiance
Specular IBL
In Practice Debugging Text Rendering 2D Game Breakout Setting up Rendering Sprites Levels Collisions Ball Collision detection Collision resolution Particles Postprocessing Powerups Audio Render text Final thoughts
Debugging
Text Rendering
2D Game Breakout Setting up Rendering Sprites Levels Collisions Ball Collision detection Collision resolution Particles Postprocessing Powerups Audio Render text Final thoughts
Breakout
Setting up
Rendering Sprites
Levels
Collisions Ball Collision detection Collision resolution
Ball
Collision detection
Collision resolution
Particles
Postprocessing
Powerups
Audio
Render text
Final thoughts
Guest Articles How to publish 2020 OIT Introduction Weighted Blended Skeletal Animation 2021 CSM Scene Scene Graph Frustum Culling Tessellation Height map Tessellation DSA 2022 Compute Shaders Introduction Phys. Based Bloom Area Lights
How to publish
2020 OIT Introduction Weighted Blended Skeletal Animation
OIT Introduction Weighted Blended
Introduction
Weighted Blended
Skeletal Animation
2021 CSM Scene Scene Graph Frustum Culling Tessellation Height map Tessellation DSA
CSM
Scene Scene Graph Frustum Culling
Scene Graph
Frustum Culling
Tessellation Height map Tessellation
Height map
Tessellation
DSA
2022 Compute Shaders Introduction Phys. Based Bloom Area Lights
Compute Shaders Introduction
Introduction
Phys. Based Bloom
Area Lights
Code repository
Translations
Privacy
About


Welcome to OpenGL
Welcome to the online book for learning OpenGL! Whether you are trying to learn OpenGL for academic purposes, to pursue a career or simply looking for a hobby, this book will teach you the basics, the intermediate, and all the advanced knowledge using modern (core-profile) OpenGL. The aim of LearnOpenGL is to show you all there is to modern OpenGL in an easy-to-understand fashion with clear examples, while also providing a useful reference for later studies.
So why read these chapters?
Throughout the internet there are thousands of documents, books, and resources on learning OpenGL, however, most of these resources are only focused on OpenGL's immediate mode (commonly referred to as the old OpenGL), are incomplete, lack proper documentation, or are not suited for your learning preferences. Therefore, my aim is to provide a platform that is both complete and easy to understand.

If you enjoy reading content that provides step-by-step instructions, clear examples, and that won't throw you in the deep with millions of details, this book is probably for you. The chapters aim to be understandable for people without any graphics programming experience, but are still interesting to read for the more experienced users. We also discuss practical concepts that, with some added creativity, could turn your ideas into real 3D applications. If all of the previous sounds like someone that could be you, then by all means, please continue.
What will you learn?
The focus of these chapters are on Modern OpenGL. Learning (and using) modern OpenGL requires a strong knowledge of graphics programming and how OpenGL operates under the hood to really get the best of your experience. So we will start by discussing core graphics aspects, how OpenGL actually draws pixels to your screen, and how we can leverage that knowledge to create some funky looking effects.
On top of the core knowledge we will discuss many useful techniques that you can use for your applications, like: traversing a scene, create beautiful lighting, load custom-made objects from a modelling program, do cool post-processing techniques, and much more. We also feature a walkthrough series where we actually create a small game based on our obtained OpenGL knowledge, so you will really get a feel of what it's like to actually do graphics programming.
Where to start
Learn OpenGL is free, and will always be free, for anyone who wants to start with graphics programming. All content is available here at the menu to your left. Simply hit the Introduction button and you're ready to start your journey!
Learn OpenGL - print edition

The content has been thoroughly revised, numerous times, over the course of 7 years to have finally been aggregated into a physical copy available for print. There's been a lot of work put into the physical copy, treating it as the first-class citizen it is. Both the book and website are equals, their content is the same.
As everything is freely available online, getting the physical copy supports me as an author; and let's not forget that certain charm of printed paper. The book is available for sale on Amazon US, Amazon UK, Barnes & Noble, and many other (online) retailers. Note that at some retailers the book is
ridiculously overpriced; make sure it matches roughly $60 US dollars, or wait a bit untill the prices balance themselves out.
Learn OpenGL - online print edition - Free PDF

I've revised the source files for the physical print edition and cleaned them up to be available for online reading as well, for those that prefer its content in a singular PDF format. Use this format if you'd like to read during travel, write notes, or print it out yourself. In similar style to the website, this version is, and will always be, freely available.
Note that, similar to the physical copy, links/urls are written out fully or as footnotes, videos show static images, and there's no function hover pop-ups; all to account for the content being mostly offline.
If you want to keep up to date on the site and book's progress and/or other LearnOpenGL news, please follow me on Twitter.