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Fixed spelling errors in some of the comments.
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OpenGL/First OpenGL Program/Source/Main.cpp

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/*
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Welcome to the first tutorial on OpenGL. OpenGL is an API for programming 3D, and is
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used to develop applications from games to medical visualizations. This tutorial shows
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you how to setup a basics OpenGL application and draw a triangle in 3D space. This is the
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you how to setup a basic OpenGL application and draw a triangle in 3D space. This is the
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first of the updated OpenGL tutorials that replaces the old OpenGL 2.0 tutorials with the
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newer OpenGL 4.0. You will need to make sure you have the latest drivers to run this
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tutorial, which links can be found here: https://www.opengl.org/wiki/Getting_Started.
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and up vector. A camera is described as a pinhole where it is a single point (the location
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of the camera).
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Projection Matrix-
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-Projection Matrix-
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Next, the Vertex is multiplied by a Projection matrix to produce the Clipping Coordinates. A Projection matrix
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is created by a field of view (FOV) and near and far planes. A field of view is usually between 60-120 degrees
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The FOV and near/far planes create what is called a frustum that determines what the camera can see. Think of
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-Shaders-
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If you haven't ever worked with shaders, let's go over a brief overview of what they are and what they can do,
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and then later you will want to check out the "Shaders\" folder to get a line-by-line instruction on each shader.
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There are multiple types of shaders such as vertex shaders, fragment shaders (pixel shader), geometry, tesselation
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There are multiple types of shaders such as vertex shaders, fragment shaders (pixel shader), geometry, tessellation
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and compute (CUDA) shaders. In this tutorial we will just be going over the base shaders which are the vertex
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and framework shaders. Shaders allow us to run programming instructions directly on the GPU of your video card
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which is optimized to process math, physics and rendering instructions incredibly fast. You pass in shaders as
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it's per-pixel operations.
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A fragment shader handles the per-pixel operations and allows you to run calculations for every pixel on the
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screen. This sets the final RGBA color for a pixel, and is used extensively to calcualte lighting and shadows.
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One of the most popular uses for a frament shader is to calculate beautiful lighting, especially when used with
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screen. This sets the final RGBA color for a pixel, and is used extensively to calculate lighting and shadows.
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One of the most popular uses for a fragment shader is to calculate beautiful lighting, especially when used with
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a normal map, which will be explained in our Normal Mapping tutorial. In a framework shader you give an output
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variable that is the final RGBA value. This is then passed to the OpenGL pipeline to process. In this tutorial
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we won't be passing in any color but hard coding the triangle to white. The next tutorial will pass in colors.

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