{"schemaVersion":1,"record":{"key":"resource/learn-opengl","type":"resource","id":"learn-opengl","lang":"en","title":"LearnOpenGL","summary":"A step-by-step guide to the graphics pipeline, lighting, materials and rendering effects. Examples use C++ and OpenGL.","updatedAt":null,"status":"active","url":"https://gamemechanics.pro/en/resources/#resource-learn-opengl","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/resource/learn-opengl.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/resource/learn-opengl.md","aliases":[],"tags":["book","","engineering"],"sourceIds":["source-23874e8acde452b9"],"sources":[{"id":"source-23874e8acde452b9","title":"LearnOpenGL","url":"https://learnopengl.com/","verifiedAt":null}],"sections":[{"id":"principle","title":"When to use it","body":"A step-by-step guide to the graphics pipeline, lighting, materials and rendering effects. Examples use C++ and OpenGL."},{"id":"access","title":"Access","body":"Reading and the PDF are free. The About page lists CC BY-NC 4.0 for code examples; check the terms before reuse."},{"id":"practice","title":"Try it","body":"Complete Getting started and render a textured object with your own shader."}],"relations":[],"placements":[],"supersededBy":[],"attributes":{"kind":"book","format":null,"language":"en","authors":"Joey de Vries"},"endsAt":null,"provenance":"Original editorial recommendation. The external material retains its author’s rights.","license":"CC-BY-4.0","codeLicense":"MIT","attribution":"gamemechanics.pro contributors"}}