March 2014
Intermediate to advanced
560 pages
14h 7m
English
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 ...
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