Chapter 7. Vertex Processing and Drawing Commands
What You’ll Learn in This Chapter
• How to get data from your application into the front of the graphics pipeline
• What the various OpenGL drawing commands are and what their parameters do
• How your transformed geometry gets into your application’s window
In Chapter 3, we followed the OpenGL pipeline from start to finish, producing a simple application that exercised every shader stage with a minimal example that was just enough to make it do something. We even showed you a simple compute shader that did nothing at all! However, the result of all this was a single tessellated triangle broken into points. Since then, you have learned some of the math involved in 3D computer graphics, have seen ...
Get OpenGL® SuperBible: Comprehensive Tutorial and Reference, Sixth Edition now with the O’Reilly learning platform.
O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.