March 2014
Intermediate to advanced
560 pages
14h 7m
English
To introduce the basic concepts of OpenGL ES 3.0, we begin with a simple example. This chapter shows what is required to create an OpenGL ES 3.0 program that draws a single triangle. The program we will write is just about the most basic example of an OpenGL ES 3.0 application that draws geometry. This chapter covers the following concepts:
• Creating an on-screen render surface with EGL
• Loading vertex and fragment shaders
• Creating a program object, attaching vertex and fragment shaders, and linking a program object
• Setting the viewport
• Clearing the color buffer
• Rendering a simple primitive
• Making the contents of the color buffer visible in the EGL window surface
As it turns out, ...
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