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OpenGL #1: Creating a Window

About this series

For some time now I have been intending to come to terms with understanding the ins and outs of OpenGL and GLSL and its many quirks and intricacies. This all began many moons ago when I was first fidling my way through shading languages & graphics API’s but I could not or had not afforded the time or headspace to fully dive down the rabbit hole. The goal of this series is to serve as a place to document my journey as I stumble my way through learning its fundamentals and figure things out in creating OpenGL applications and graphics programming.

I’ll be primarily relying on the excellent https://learnopengl.com by Joey De Vries as the primary resource though there may be times where other resources are referenced. Those will be linked as I work my way through the many challenges and roadblocks that I’ll inevitably come acrosss. Let’s get started!

Required Programs and files

I’m sticking with Rider as my preferred IDE of choice as I find its minimalist interface and integration with off the shelf engines easier to work with.

Build GLFW

Compile GLFW Libraries

Resource Preparation

Creating an Empty Project/Solution

Linking

Generating GLAD file

Referencing GLAD

Creating main function

Initializing GLFW

Creating a Window

Initializing GLAD

Creating frame buffer & glViewport

Some basic error checks

Running the application


This post is licensed under CC BY 4.0 by the author.