公式
https://www.opengl.org/
OpenGL FAQ OpenGL FAQ とトラブルシューティングガイド(日本語版)
http://opengl.jp/
リアルタイムシェーディング技術とその周辺技術をあつかうサイト
http://www.shader.jp/
opengl:devices [HYPERでんち]
OpenGL / OpenGL ES 2.0 / OpenGL ES 3.1
http://dench.flatlib.jp/opengl/devices
GLSL ES の問題情報共有用
ビデオカードのOpenGL対応ハージョン表
RADEON (wikipedia)
http://ja.wikipedia.org/wiki/RADEON
床井研究室
http://marina.sys.wakayama-u.ac.jp/~tokoi/?blogcategory=GLSL
WebGL
http://wgld.org/d/webgl/
GLSLを使ったOpenGLプログラム
http://www.arakin.dyndns.org/glsl_simple.php
GLSLでの2Dエフェクト
http://www.demoscene.jp/?p=1147
3Dモデルをドット絵風に出力する試み
http://kuusou-engine.com/2013/07/3d_dot/
3Dゲームファンのための「(スーパー)ストリートファイターIV」グラフィックス講座(前編)
http://game.watch.impress.co.jp/docs/series/3dcg/20111130_494044.html
7 Lines GLSL Graphics Compoに挑戦してみよう!
http://tokyodemofest.jp/2014/7lines/index.html
Hubert Nguyen の GPU Gems 3 日本語版
http://goo.gl/JzvTi0
David Wolff の OpenGL 4.0 シェーディング言語 -実例で覚えるGLSLプログラミング-
http://goo.gl/ZjMJj0
Patrick Cozzi の OpenGL Insights 日本語版 (54名のエンジニアが明かす最先端グラフィックス プログラミング)
http://goo.gl/rI356j
t-pot
http://t-pot.com/program/
http://goo.gl/rI356j
t-pot
http://t-pot.com/program/
maverickproj おもにDirectXかな
http://maverickproj.web.fc2.com/pg00.html
PROJECT ASURA
http://www.project-asura.com/
EI*MEI GRAPHICS
http://eimeiblog.blogspot.jp/2012/05/blog-post.html
glsl_quickref
http://mew.cx/glsl_quickref.pdf
GLSLについてのメモ
http://qiita.com/edo_m18/items/71f6064f3355be7e4f45
OpenGL ES 2.0 / GLSL 1.0
http://www22.atwiki.jp/opengles/pages/9.html
http://wlog.flatlib.jp/item/1687
http://www.natural-science.or.jp/laboratory/opengl_intro.php
http://jisaku.sakura.ne.jp/vga/faq/vga1.html
NeHe
http://nehe.gamedev.net/
ラーメンは味噌汁 OpenGL ES 3.0のGLSL ES 3.0変更点まとめ
http://ramemiso.hateblo.jp/entry/2013/09/17/004427
OpneGL とOpenGL ES 互換性まとめ
OpneGL 1.5 (GLSL 1.00) OpneGL ES 1.1
OpneGL 2.0 (GLSL 1.10) OpneGL ES 2.0 (GLSL ES 1.0)
OpneGL 2.1 (GLSL 1.20)
OpneGL 3.0 (GLSL 1.30)
OpneGL 3.1 (GLSL 1.40)
OpneGL 3.2 (GLSL 1.50)
OpneGL 3.3 (GLSL 3.30)
OpneGL 4.0 (GLSL 4.00)
OpneGL 4.1 (GLSL 4.10) OpenGL ES 2.0 ES2 Compatibility (GL_ARB_ES2_compatibility)
OpneGL 4.2 (GLSL 4.20)
OpneGL 4.3 (GLSL 4.30) OpenGL ES 3.0 ES3 Compatibility (GL_ARB_ES3_compatibility)
2014年現在なら PCとモバイル両方でゲーム出すと考えたら、
OpneGL 4.1の対応カードでES2 Compatibilityに作って
モバイルとPCで対応したコードにするか
発表がもっと先なら
OpneGL 4.3 で ES3 Compatibilityでやっとけば無難かなぁ
以下 Macmini でGLEW Extension Info 4.0までか…
---------------------------
GLEW Extension Info
---------------------------
GLEW version 1.11.0
Reporting capabilities of pixelformat 3
Running on a Intel(R) HD Graphics 4000 from Intel
OpenGL version 4.0.0 - Build 9.18.10.3222 is supported
GL_VERSION_1_1: OK
---------------
GL_VERSION_1_2: OK
---------------
glCopyTexSubImage3D: OK
glDrawRangeElements: OK
glTexImage3D: OK
glTexSubImage3D: OK
GL_VERSION_1_2_1: OK
-----------------
GL_VERSION_1_3: OK
---------------
glActiveTexture: OK
glClientActiveTexture: OK
glCompressedTexImage1D: OK
glCompressedTexImage2D: OK
glCompressedTexImage3D: OK
glCompressedTexSubImage1D: OK
glCompressedTexSubImage2D: OK
glCompressedTexSubImage3D: OK
glGetCompressedTexImage: OK
glLoadTransposeMatrixd: OK
glLoadTransposeMatrixf: OK
glMultTransposeMatrixd: OK
glMultTransposeMatrixf: OK
glMultiTexCoord1d: OK
glMultiTexCoord1dv: OK
glMultiTexCoord1f: OK
glMultiTexCoord1fv: OK
glMultiTexCoord1i: OK
glMultiTexCoord1iv: OK
glMultiTexCoord1s: OK
glMultiTexCoord1sv: OK
glMultiTexCoord2d: OK
glMultiTexCoord2dv: OK
glMultiTexCoord2f: OK
glMultiTexCoord2fv: OK
glMultiTexCoord2i: OK
glMultiTexCoord2iv: OK
glMultiTexCoord2s: OK
glMultiTexCoord2sv: OK
glMultiTexCoord3d: OK
glMultiTexCoord3dv: OK
glMultiTexCoord3f: OK
glMultiTexCoord3fv: OK
glMultiTexCoord3i: OK
glMultiTexCoord3iv: OK
glMultiTexCoord3s: OK
glMultiTexCoord3sv: OK
glMultiTexCoord4d: OK
glMultiTexCoord4dv: OK
glMultiTexCoord4f: OK
glMultiTexCoord4fv: OK
glMultiTexCoord4i: OK
glMultiTexCoord4iv: OK
glMultiTexCoord4s: OK
glMultiTexCoord4sv: OK
glSampleCoverage: OK
GL_VERSION_1_4: OK
---------------
glBlendColor: OK
glBlendEquation: OK
glBlendFuncSeparate: OK
glFogCoordPointer: OK
glFogCoordd: OK
glFogCoorddv: OK
glFogCoordf: OK
glFogCoordfv: OK
glMultiDrawArrays: OK
glMultiDrawElements: OK
glPointParameterf: OK
glPointParameterfv: OK
glPointParameteri: OK
glPointParameteriv: OK
glSecondaryColor3b: OK
glSecondaryColor3bv: OK
glSecondaryColor3d: OK
glSecondaryColor3dv: OK
glSecondaryColor3f: OK
glSecondaryColor3fv: OK
glSecondaryColor3i: OK
glSecondaryColor3iv: OK
glSecondaryColor3s: OK
glSecondaryColor3sv: OK
glSecondaryColor3ub: OK
glSecondaryColor3ubv: OK
glSecondaryColor3ui: OK
glSecondaryColor3uiv: OK
glSecondaryColor3us: OK
glSecondaryColor3usv: OK
glSecondaryColorPointer: OK
glWindowPos2d: OK
glWindowPos2dv: OK
glWindowPos2f: OK
glWindowPos2fv: OK
glWindowPos2i: OK
glWindowPos2iv: OK
glWindowPos2s: OK
glWindowPos2sv: OK
glWindowPos3d: OK
glWindowPos3dv: OK
glWindowPos3f: OK
glWindowPos3fv: OK
glWindowPos3i: OK
glWindowPos3iv: OK
glWindowPos3s: OK
glWindowPos3sv: OK
GL_VERSION_1_5: OK
---------------
glBeginQuery: OK
glBindBuffer: OK
glBufferData: OK
glBufferSubData: OK
glDeleteBuffers: OK
glDeleteQueries: OK
glEndQuery: OK
glGenBuffers: OK
glGenQueries: OK
glGetBufferParameteriv: OK
glGetBufferPointerv: OK
glGetBufferSubData: OK
glGetQueryObjectiv: OK
glGetQueryObjectuiv: OK
glGetQueryiv: OK
glIsBuffer: OK
glIsQuery: OK
glMapBuffer: OK
glUnmapBuffer: OK
GL_VERSION_2_0: OK
---------------
glAttachShader: OK
glBindAttribLocation: OK
glBlendEquationSeparate: OK
glCompileShader: OK
glCreateProgram: OK
glCreateShader: OK
glDeleteProgram: OK
glDeleteShader: OK
glDetachShader: OK
glDisableVertexAttribArray: OK
glDrawBuffers: OK
glEnableVertexAttribArray: OK
glGetActiveAttrib: OK
glGetActiveUniform: OK
glGetAttachedShaders: OK
glGetAttribLocation: OK
glGetProgramInfoLog: OK
glGetProgramiv: OK
glGetShaderInfoLog: OK
glGetShaderSource: OK
glGetShaderiv: OK
glGetUniformLocation: OK
glGetUniformfv: OK
glGetUniformiv: OK
glGetVertexAttribPointerv: OK
glGetVertexAttribdv: OK
glGetVertexAttribfv: OK
glGetVertexAttribiv: OK
glIsProgram: OK
glIsShader: OK
glLinkProgram: OK
glShaderSource: OK
glStencilFuncSeparate: OK
glStencilMaskSeparate: OK
glStencilOpSeparate: OK
glUniform1f: OK
glUniform1fv: OK
glUniform1i: OK
glUniform1iv: OK
glUniform2f: OK
glUniform2fv: OK
glUniform2i: OK
glUniform2iv: OK
glUniform3f: OK
glUniform3fv: OK
glUniform3i: OK
glUniform3iv: OK
glUniform4f: OK
glUniform4fv: OK
glUniform4i: OK
glUniform4iv: OK
glUniformMatrix2fv: OK
glUniformMatrix3fv: OK
glUniformMatrix4fv: OK
glUseProgram: OK
glValidateProgram: OK
glVertexAttrib1d: OK
glVertexAttrib1dv: OK
glVertexAttrib1f: OK
glVertexAttrib1fv: OK
glVertexAttrib1s: OK
glVertexAttrib1sv: OK
glVertexAttrib2d: OK
glVertexAttrib2dv: OK
glVertexAttrib2f: OK
glVertexAttrib2fv: OK
glVertexAttrib2s: OK
glVertexAttrib2sv: OK
glVertexAttrib3d: OK
glVertexAttrib3dv: OK
glVertexAttrib3f: OK
glVertexAttrib3fv: OK
glVertexAttrib3s: OK
glVertexAttrib3sv: OK
glVertexAttrib4Nbv: OK
glVertexAttrib4Niv: OK
glVertexAttrib4Nsv: OK
glVertexAttrib4Nub: OK
glVertexAttrib4Nubv: OK
glVertexAttrib4Nuiv: OK
glVertexAttrib4Nusv: OK
glVertexAttrib4bv: OK
glVertexAttrib4d: OK
glVertexAttrib4dv: OK
glVertexAttrib4f: OK
glVertexAttrib4fv: OK
glVertexAttrib4iv: OK
glVertexAttrib4s: OK
glVertexAttrib4sv: OK
glVertexAttrib4ubv: OK
glVertexAttrib4uiv: OK
glVertexAttrib4usv: OK
glVertexAttribPointer: OK
GL_VERSION_2_1: OK
---------------
glUniformMatrix2x3fv: OK
glUniformMatrix2x4fv: OK
glUniformMatrix3x2fv: OK
glUniformMatrix3x4fv: OK
glUniformMatrix4x2fv: OK
glUniformMatrix4x3fv: OK
GL_VERSION_3_0: OK
---------------
glBeginConditionalRender: OK
glBeginTransformFeedback: OK
glBindFragDataLocation: OK
glClampColor: OK
glClearBufferfi: OK
glClearBufferfv: OK
glClearBufferiv: OK
glClearBufferuiv: OK
glColorMaski: OK
glDisablei: OK
glEnablei: OK
glEndConditionalRender: OK
glEndTransformFeedback: OK
glGetBooleani_v: OK
glGetFragDataLocation: OK
glGetStringi: OK
glGetTexParameterIiv: OK
glGetTexParameterIuiv: OK
glGetTransformFeedbackVarying: OK
glGetUniformuiv: OK
glGetVertexAttribIiv: OK
glGetVertexAttribIuiv: OK
glIsEnabledi: OK
glTexParameterIiv: OK
glTexParameterIuiv: OK
glTransformFeedbackVaryings: OK
glUniform1ui: OK
glUniform1uiv: OK
glUniform2ui: OK
glUniform2uiv: OK
glUniform3ui: OK
glUniform3uiv: OK
glUniform4ui: OK
glUniform4uiv: OK
glVertexAttribI1i: OK
glVertexAttribI1iv: OK
glVertexAttribI1ui: OK
glVertexAttribI1uiv: OK
glVertexAttribI2i: OK
glVertexAttribI2iv: OK
glVertexAttribI2ui: OK
glVertexAttribI2uiv: OK
glVertexAttribI3i: OK
glVertexAttribI3iv: OK
glVertexAttribI3ui: OK
glVertexAttribI3uiv: OK
glVertexAttribI4bv: OK
glVertexAttribI4i: OK
glVertexAttribI4iv: OK
glVertexAttribI4sv: OK
glVertexAttribI4ubv: OK
glVertexAttribI4ui: OK
glVertexAttribI4uiv: OK
glVertexAttribI4usv: OK
glVertexAttribIPointer: OK
GL_VERSION_3_1: OK
---------------
glDrawArraysInstanced: OK
glDrawElementsInstanced: OK
glPrimitiveRestartIndex: OK
glTexBuffer: OK
GL_VERSION_3_2: OK
---------------
glFramebufferTexture: OK
glGetBufferParameteri64v: OK
glGetInteger64i_v: OK
GL_VERSION_3_3: OK
---------------
glVertexAttribDivisor: OK
GL_VERSION_4_0: OK
---------------
glBlendEquationSeparatei: OK
glBlendEquationi: OK
glBlendFuncSeparatei: OK
glBlendFunci: OK
glMinSampleShading: OK
GL_VERSION_4_1: MISSING
---------------
0 件のコメント:
コメントを投稿