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Chapter-1 EGL

build egl: gcc -o egl egl.cpp -I ./External/Include/ -L /usr/lib/nvidia-384 -L /usr/lib/x86_64-linux-gnu -lEGL -lGLESv2 -lX11

Chapter-Special

Chapter-2 Per-Vertex Compute 2.1 Generic Vertex Attribute Index and attribute location in VS:

  1. layout(location = N) in format attribute_name a) "in" is to specify per-vertex input b) layout(location = N) is to specify attribute location. It's optional, underline system will allocate attribute location if not specified in VS.
  2. Binding between generic index and attribute location: a) Before linking: glBindAttribLocation(program, generic_index, attribute_name) b) (After linking ?) generic_index = glGetAttribLocation(program, attribute_name)

Generic Vertex Attribute is used in glVertexAttrib or glVertexAttribPointer. Note: An OpenGL ES 3.0 implementation supports GL_MAX_VERTEX_ATTRIBS four-component vector vertex attributes.

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