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OpenGL Shading Language, Third Edition by Mike Weiblen, Hugh Malan, Barthold Lichtenbelt, John M. Kessenich, Dan Ginsburg, Bill Licea-Kane, Randi J. Rost

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Chapter 1. Review of OpenGL Basics

This chapter briefly reviews the OpenGL application programming interface to lay the foundation for the material in subsequent chapters. It is not an exhaustive overview. If you are already extremely familiar with OpenGL, you can safely skip ahead to the next chapter. If you are familiar with another 3D graphics API, you can glean enough information here about OpenGL to begin using the OpenGL Shading Language for shader development.

Unless otherwise noted, descriptions of OpenGL functionality in this book are based on the OpenGL 3.1 specification. However, in this chapter, we will also include OpenGL functionality included in the ARB_compatibility extension.

1.1 OpenGL History

OpenGL is an industry-standard, ...

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