Opengl example sentences

Related (9): graphics, library, cross-platform, API, rendering, 3D, development, shaders, standard

"Opengl" Example Sentences

1. I used OpenGL to create a 3D animation.
2. The game was built using the OpenGL library.
3. OpenGL allows for efficient rendering of 3D graphics.
4. The latest version of OpenGL includes many new features.
5. The graphics in this game were rendered using OpenGL.
6. I had trouble setting up the OpenGL environment.
7. OpenGL is a powerful tool for creating realistic graphics.
8. The shader code uses OpenGL to control lighting.
9. I learned how to use OpenGL in my computer graphics class.
10. The OpenGL API provides access to hardware acceleration.
11. This game requires a computer with an OpenGL compatible graphics card.
12. The OpenGL library is cross-platform and can be used on Windows, Mac, and Linux.
13. We are using OpenGL to create a virtual reality application.
14. The OpenGL pipeline includes several stages of rendering.
15. I optimized the code to improve OpenGL performance.
16. This game was programmed using the OpenGL Utility Library (GLU).
17. With OpenGL, you can create complex shapes and textures.
18. The OpenGL Graphics System is widely used in many industries.
19. I added support for OpenGL to my game engine.
20. The OpenGL extension system allows for customization.
21. I implemented OpenGL for the first time in my project.
22. The OpenGL rendering process involves many calculations.
23. You can use OpenGL to create stunning visual effects.
24. We used OpenGL to visualize the data in our research project.
25. I encountered an error while trying to use OpenGL in my program.
26. The OpenGL tessellation feature allows for smoother curves.
27. This game was programmed using the modern OpenGL standard.
28. Using OpenGL, you can create realistic 3D scenes.
29. We are using OpenGL to render high-resolution images.
30. The latest version of the OpenGL shading language includes support for geometry shaders.

Common Phases

1. Vertex shader;
2. Fragment shader;
3. Texture mapping;
4. Lighting;
5. Transforms and matrices;
6. Buffers and vertex arrays;
7. Rendering pipeline;
8. Frame buffer objects;
9. Rendering modes;
10. Uniform variables.

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