October 22, 2015 Harold Serrano Computer Graphics The 11 steps to render in OpenGL ES October 22, 2015 Harold Serrano Computer Graphics The OpenGL API is vast. It has so many function calls that remembering them is an uphill battle. OpenGL is also a state machine. There are so many steps that you need to remember. Remembering in OpenGL is quite simple, but...
July 18, 2015 Harold Serrano Computer Graphics What is a Geometry Shader in OpenGL? July 18, 2015 Harold Serrano Computer Graphics Learn about the operations of a Geometry Shader in the OpenGL pipeline. Learn about its input primitive topologies and its output topologies.
July 15, 2015 Harold Serrano Computer Graphics Compiling, Attaching and Linking Shaders July 15, 2015 Harold Serrano Computer Graphics Before your Vertex and Fragment shader programs can be integrated into your application, you must perform the following steps:
July 13, 2015 Harold Serrano Computer Graphics What is a Fragment Shader in OpenGL? July 13, 2015 Harold Serrano Computer Graphics Learn about the operation of a Fragment Shader in the OpenGL pipeline. Learn about its purpose and capabilities.
July 10, 2015 Harold Serrano Computer Graphics What is a Vertex Shader in OpenGL? July 10, 2015 Harold Serrano Computer Graphics Learn the operation and responsibilities of a Vertex Shader. Learn what inputs and outputs are allowed in a vertex shader.