Pages Menu
Trade Shows:
Infocomm 2016    IOT Evolution Expo    Intel Developers Forum
Questions? Call Us 972-479-1770 x4
Categories Menu

OpenGL Training

4Day OpenGL Training Course

INTENSIVE TRAINING ANNOUNCEMENT – If your company has six or more students, Intelligraphics can develop a 4 day or 2 plus 2 day intensive OpenGL™ ES & EGL training course tailored to your specific needs. We realize that getting away from work for 4 consecutive days is difficult, so we are flexible in offering the class on 2 days one week and 2 days another week for just a slight additional charge, if you need other options let us know.

This course is tailor-made with driver developers in mind primarily focusing on OpenGL™ v1.1 and ES v2.0 for embedded systems development. The course also presents EGL v1.3 concepts and programming for creating drawing surfaces and initializing contexts. Although the main focus of the class is OpenGL™ for embedded systems it also serves as a great primer for any version of OpenGL™ since ES v1.x was derived from OpenGL™ v1.5 and ES v2.0 was derived from OpenGL™ v2.0. This course is designed for programmers who will be writing graphics applications, demos and test cases with OpenGL™ ES for the embedded environment. The class is intended for both driver and application developers. Developers will benefit from the class by obtaining an in-depth understanding of the OpenGL™ ES API and the OpenGL™ graphics pipeline. Developers will also gain the ability to quickly create and refine OpenGL™ ES test cases on the windows platform and then easily port in their embedded environments.

The course provides definitive and comprehensive information on OpenGL™ concepts with various hands-on lab exercises to reinforce the lessons. The instructor emphasizes fundamentals by providing students with the basic foundation of OpenGL™ concepts and builds upon that model with more complex capabilities emulating real-world scenarios. Our instructor led courses are more than lectures; they give students hands-on practice in developing applications. Intelligraphics provides students with everything needed to complete the course. Students learn quickly with hands-on exercises and get immediate answers to their questions from our experienced instructor. The course manual serves as a comprehensive reference guide for use after the course. The course size is limited to give students greater personal attention and an opportunity to discuss their questions one-on-one with the instructor.

+ Course Objective

OpenGL™ has become widespread throughout the graphics world and understanding the mechanisms, the limitations and key work-arounds are important when writing complex programs. This course will open with a quick introduction to OpenGL™, exploring the main differences between ES v1.1 and ES v2.0 and then migrating into Windows based ES V1.1 Emulator. Throughout the course, the instructor will build upon the foundation by introducing various functionalities, (such as fixed function pipeline, rendering primitives, vertex array, various transformations, etc.) to create animation, wire frame and solid geometry. The student will learn how to apply special effects (lighting, textures and other effects) to increase realism. The course will introduce advanced topics to challenge the student’s overall comprehension of the material. Upon completion of the course, the student should be proficient in:

  • Writing programs with the OpenGL™ ES 1.1 application programming interface to draw 3D, lighted, texture mapped, anti-aliased, wire frame and solid geometry.
  • Writing programs with the OpenGL™ ES 2.0 application programming interface.
  • Writing vertex and fragment shader programs to draw many features contained in OpenGL™ ES 1.1 and beyond.

+ Course Syllabus

  • Windows OpenGL™ ES emulators
  • Fixed & Floating Point interfaces
  • Fixed vs. Programmable Pipeline
  • Rendering Primitives
  • Vertex Arrays
  • Transformations
  • Lighting
  • Material Properties
  • Rasterization
  • Frame Buffer Operations
  • Texturing
  • Vertex Buffer Objects
  • Texture Objects
  • Vertex Shaders Programming
  • Fragment Shaders Programming
  • Initializing a device with EGL
  • ES 1.1 vs. 2.0 differences
  • Multiple contexts
  • Compressed Textures
  • Advanced topics, and more!

+ Learn from the most experienced developers in OpenGL™

0 seconds