How a vertex becomes a pixel
In the graphics libraries of OpenGL and Direct3D (*pre-DirectX10), the
common method for learning how to properly compute the position, and
other properties, of a vertex has been through the implementation of
the Fixed Function Geometry Pipeline.
This is the main pipeline in which the graphics engine calculates the
proper rendering to a vertex in [...]
Fixed Function Geometry Pipeline
January 31, 2008
Cartesian Coordinate System
January 31, 2008
Everyone uses them!
In this tutorial, we’ll focus on the concept of a Coordinate System which is used as our very foundation for positioning every object that we need to draw. Whether we’re rendering a menu system, our player avatar, explosion sprites or
even our high score list, we’re taking advantage of the coordinate system to ensure [...]
Getting Started With LWJGL
January 26, 2008
Welcome to the first tutorial on using the Lightweight Java Game Library created by these Java wizards.
A lot of work has gone into the library to effectively create an environment within the Java runtime capable of supporting high speed access to the display and input devices that games rely on.
Getting Started With SDL/OpenGL
January 26, 2008
Welcome to the first tutorial on programming some OpenGL! Before we go into the specifics of drawing to our graphics device, we need to cover some quick ground in setting the system up to properly communicate with our game.
Due to the fact that OpenGL is a cross-platform library, meaning it can run under several different [...]
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