List of Figures
Figure 1-1 OpenGL ES 2.0 Graphics Pipeline 4
Figure 1-2 OpenGL ES 2.0 Vertex Shader 5
Figure 1-3 OpenGL ES 2.0 Rasterization Stage 7
Figure 1-4 OpenGL ES 2.0 Fragment Shader 8
Figure 1-5 OpenGL ES 2.0 Per-Fragment Operations 9
Figure 2-1 Hello Triangle Example 25
Figure 5-1 Uniform Storage without Packing 95
Figure 5-2 Uniform Storage with Packing 95
Figure 5-3 Z Fighting Artifacts Due to Not Using Invariance 98
Figure 5-4 Z Fighting Avoided Using Invariance 99
Figure 6-1 Triangle with a Constant Color Vertex and Per-Vertex Position Attributes 101
Figure 6-2 Position, Normal, and Two Texture Coordinates Stored As an Array 105
Figure 6-3 Selecting Constant or Vertex Array Vertex Attribute 109
Figure 6-4 Specifying and Binding Vertex ...
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