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Christian van Onzenoodt 740c4f79b3 Merge branch 'release/0.0.1' 3 years ago
lib add docs for glfw 3 years ago
objects initial commit 3 years ago
pkgconfig initial commit 3 years ago
resources/fonts initial commit 3 years ago
shaders initial commit 3 years ago
src initial commit 3 years ago
.gitignore initial commit 3 years ago
CMakeLists.txt initial commit 3 years ago
LICENSE Initial commit 3 years ago initial commit 3 years ago


Some OpenGL experiments

This is just a small experiment I wrote for a computergraphics course at my university. It is based on the following tutorials:

I also used this project to lern C++. If you find any bug or improvement for my code please leave an issue.

Git Instructions

This repository uses git-flow. Please make sure to always work in feature branches.


  1. Clone the repo
  2. cd into repo directory
  3. Run git-flow init accepting all default values

Working with git-flow

  1. Start a new feature with git-flow feature start FEATURE_NAME (this creates a new branch)
  2. Hack on your feature
  3. Finish your feature with git-flow feature stop FEATURE_NAME (this merges the branch into develop)


This project includes all required libraries except assimp. You need to install assimp yourself. On Linux you should find assimp in your package manager. OS X users can install assimp using homebrew. Since I don’t really care about windows I don’t know how to install assimp on windows and I won’t give instructions on how to build and run this project on windows machines.

You also need cmake and gcc or clang to compile the project. OS X users also have to install pkg-config from homebrew.

Build Instructions

To build the project run the following:

cd /path/to/repository
mkdir build
cd build
cmake ..

If you run the executable anywhere else but /build (like /build/release) make sure to adjust the path in /src/misc/constants.h and rebuild the project.

Code guidelines

The code is formatted according to google c++ style guide


  • Loading models using assimp
  • Deferred shading
  • Render fonts


  • Add shadows
  • Work on performance
  • Read material-coefficients like shininess from objects
  • Use object colors if there is no texture