We had to write a lot of boilerplate code before we could finally display the first version of our air hockey table, but the good thing is that we’ll be able to reuse this code for our future projects. Let’s take a moment to review what we learned in the chapter:
How to create and compile a shader
That vertex shaders and fragment shaders always go together—we also learned how to link them together into an OpenGL program object.
How to associate our vertex attribute array with an attribute variable inside a vertex shader
We were then finally able to put everything together so that we could display something on the screen.
Now might be a good time to review any parts of the chapter that might have seemed unclear at the time, now that we’ve ...