18
Customizing the Render Pipeline
In Chapter 5, Let’s Light It Up!, we discussed adding color, textures, and lights to a scene. In our project, we colored vertices, applied textures, and turned on lights with single OpenGL calls.
Now in this chapter we will investigate how the color of all pixels is calculated through the use of shaders. When working with shaders, all the mathematics is revealed. With a few modifications to your project, by the end of this chapter you will be using shaders for the following purposes:
- Coloring and texturing mesh faces
- Turning on the lights
We will begin by grabbing the UV values that come with the OBJ model file and passing these values and a texture to a vertex and fragment shader for processing. This will ...
Get Mathematics for Game Programming and Computer Graphics now with the O’Reilly learning platform.
O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.