OpenGL 3.3 is a version of the OpenGL API, a cross-platform, open-standard API for rendering 2D and 3D graphics. Released in 2010, OpenGL 3.3 marked a significant shift towards a more modern, shader-based graphics pipeline. In this post, we'll explore the key features and concepts of OpenGL 3.3, as well as its relevance in modern graphics programming.
This example demonstrates a basic vertex and fragment shader pair that passes through vertex data and color information, rendering a colored triangle. opengl 3.3
// Create and link program GLuint program = glCreateProgram(); glAttachShader(program, vertexShader); glAttachShader(program, fragmentShader); glLinkProgram(program); OpenGL 3
To get started with OpenGL 3.3, you'll need: shader-based graphics pipeline. In this post