Making Sense of Modern OpenGL

So recently I’ve been dabbling around with “Modern” OpenGL – you know, where you don’t directly interact with the so-called “fixed pipeline” which is the old style (and apparently has been for a while). Instead, you have complete access to a vast majority of the pipeline via “Shaders”, of which there are many types (Vertex, Fragment, Geometry).

The main thing that took me a while to wrap my head around were the concepts of Vertex Buffers Objects, Vertex Array Objects, Vertex Attributes, etc. They are certainly a mouthful, and I imagine that I’m not the only person who had to spend some time sorting through the official OpenGL specs to figure out exactly what these are.

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New Site

So I finally got fed up with paying for hosting when there’s perfectly good free options around – not to mention the fact that my old website existed solely to show off the fact that I made my own CMS and to host my old Garry’s Mod projects. With this move to wordpress I’m hoping to be a bit more productive in terms of actually producing content (who knows, maybe somebody will actually read it?)

The new site has all of my old content, although the file hosting had to move to MediaFire since sites hosted on don’t allow .zip uploads. That’s okay though, it’s not the early 2000’s anymore, so I don’t really have an excuse not to use some sort of Cloud Hosting.