We spent most of the chapter just learning how to define our data and the shaders that will move this data along the OpenGL pipeline. Let’s take a moment to review the key concepts that we learned in this chapter:
We first learned how to define a vertex attribute array and copy this array over to native memory so that OpenGL can access it.
We then wrote a vertex and a fragment shader. We learned that a shader is just a special type of program that runs on the GPU.
In the next chapter, we’ll continue to build on the work in this chapter; by the end of that chapter, we’ll be able to see our air hockey table and we’ll also be ready to continue with further exercises. We’ll start out by learning how to read in and compile the shaders that ...