June 2013
Intermediate to advanced
346 pages
8h 42m
English
Before we can draw our table to the screen, we need to tell OpenGL what to draw. The first step in that chain is to define the structure of our table in a form that OpenGL understands. In OpenGL, the structure of everything begins with a vertex.
A vertex is simply a point representing one corner of a geometric object, with various attributes associated with that point. The most important attribute is the position, which represents where this vertex is located in space.
We said we would keep things easy for now, so what’s the most basic shape we could use to represent the structure of our air hockey table? We could use a rectangle. Since a rectangle ...
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