How OpenGL works: software renderer in 500 lines of code
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Re: How OpenGL works: software renderer in 500 lines of code
#2Re: How OpenGL works: software renderer in 500 lines of code
#3repost of https://news.ycombinator.com/item?id=11260507
Re: How OpenGL works: software renderer in 500 lines of code
#4Re: How OpenGL works: software renderer in 500 lines of code
#5Re: How OpenGL works: software renderer in 500 lines of code
#6Will this teach you how shader-based OpenGL works or the older fixed function pipeline rendering method?
This renderer does do lighting per-fragment, so it's more akin to the newer shader-based OpenGL.
Re: How OpenGL works: software renderer in 500 lines of code
#7edit: Now I see it doesn't implement the OpenGL API though, the goals are obviously different.
Re: How OpenGL works: software renderer in 500 lines of code
#8Will this teach you how shader-based OpenGL works or the older fixed function pipeline rendering method?
Re: How OpenGL works: software renderer in 500 lines of code
#9Re: How OpenGL works: software renderer in 500 lines of code
#10I remember once I needed to macro up a software that needed an X server with OpenGL to run. (Like really dirtily hack it up, with xmacro and stuff like that). I wish I could set up a headless X server with a dummy OpenGL renderer (witch doesn't actually render anything), so it doesn't bottleneck on rendering that isn't used anyway. I guess it's even easier to write such and OpenGL implementation. edit: Now I see it d…