OpenGL - Drawing polygons
By learning OpenGL, you've decided that you want to do all of the hard work yourself. That inevitably means that you'll be thrown in the deep, but once you understand the essentials, you'll see that doing things the hard way doesn't have to be so difficult after all. To top that all, the exercises at the end of this chapter will show you the sheer amount of control you have over the rendering process by doing things the modern way! The graphics pipeline covers all of the steps that follow each other up on processing the input data to get to the final output image. I'll explain these steps with help of the following illustration. It all begins with the vertices, these are the points from which shapes like triangles will later be constructed. Each of these points is stored with certain attributes and it's up to you to decide what kind of attributes you want to store. Commonly used attributes are 3D position in the world and texture coordinates. The vertex shader is a small program runnin
The graphics pipeline By learning OpenGL, you've decided that you want to do all of the hard work yourself. That inevitably means that you'll be thrown in the deep, but once you understand the essentials, you'll see that doing things the hard way doesn't have to be so difficult after all. To top that all, the exercises at the end of this chapter will show you the sheer amount of control you have over the rendering process by doing things the modern way! The graphics pipeline covers all of the steps that follow each other up on processing the input data to get to the final output image. I'll ex
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