Skip to Content
OpenGL ES 3.0 Programming Guide, Second Edition
book

OpenGL ES 3.0 Programming Guide, Second Edition

by Dan Ginsburg, Budirijanto Purnomo, Dave Shreiner, Aaftab Munshi
March 2014
Intermediate to advanced
560 pages
14h 7m
English
Addison-Wesley Professional
Content preview from OpenGL ES 3.0 Programming Guide, Second Edition

Chapter 6. Vertex Attributes, Vertex Arrays, and Buffer Objects

This chapter describes how vertex attributes and data are specified in OpenGL ES 3.0. We discuss what vertex attributes are, how to specify them and their supported data formats, and how to bind vertex attributes for use in a vertex shader. After reading this chapter, you will have a good grasp of what vertex attributes are and how to draw primitives with vertex attributes in OpenGL ES 3.0.

Vertex data, also referred to as vertex attributes, specify per-vertex data. This per-vertex data can be specified for each vertex, or a constant value can be used for all vertices. For example, if you want to draw a triangle that has a solid color (for the sake of this example, suppose the color ...

Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
and much more.

Read now

Unlock full access

More than 5,000 organizations count on O’Reilly

AirBnbBlueOriginElectronic ArtsHomeDepotNasdaqRakutenTata Consultancy Services

QuotationMarkO’Reilly covers everything we've got, with content to help us build a world-class technology community, upgrade the capabilities and competencies of our teams, and improve overall team performance as well as their engagement.
Julian F.
Head of Cybersecurity
QuotationMarkI wanted to learn C and C++, but it didn't click for me until I picked up an O'Reilly book. When I went on the O’Reilly platform, I was astonished to find all the books there, plus live events and sandboxes so you could play around with the technology.
Addison B.
Field Engineer
QuotationMarkI’ve been on the O’Reilly platform for more than eight years. I use a couple of learning platforms, but I'm on O'Reilly more than anybody else. When you're there, you start learning. I'm never disappointed.
Amir M.
Data Platform Tech Lead
QuotationMarkI'm always learning. So when I got on to O'Reilly, I was like a kid in a candy store. There are playlists. There are answers. There's on-demand training. It's worth its weight in gold, in terms of what it allows me to do.
Mark W.
Embedded Software Engineer

You might also like

Advanced Graphics Programming Using OpenGL

Advanced Graphics Programming Using OpenGL

Tom McReynolds, David Blythe
OpenGL Insights

OpenGL Insights

Patrick Cozzi, Christophe Riccio

Publisher Resources

ISBN: 9780133440133Purchase book