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文章目录
  1. What is OpenGL
    1. Basics OpenGL(ES)
      1. Versions
      2. Architecture
    2. Coordinates and Viewport
    3. Programmable Pipeline (Shaders)
      1. Rasterization
    4. Draw a Triangle
      1. Frame Buffer (CPU Client)
        1. Vertex Array
        2. VBO
        3. VEO
      2. OpenGL Shader and GLSL (GPU Server)
  2. Question
  3. Reference:

Shaders and GLSL

What is OpenGL

Basics OpenGL(ES)

OpenGL is a software interface to graphics hardware. It is designed as a hardware-independent interface to be used for many different hardware platforms. OpenGL programs can also work across a network (client-server paradigm) even if the client and server are different kinds of computers. The client in OpenGL is a computer on which an OpenGL program actually executes, and the server is a computer that performs the drawings.

Versions

Architecture

Coordinates and Viewport

OpenGL expects all the vertices, that we want to become visible, to be in normalized device coordinates after each vertex shader run. That is, the x, y and z coordinates of each vertex should be between -1.0 and 1.0; coordinates outside this range will not be visible.

Programmable Pipeline (Shaders)

Rasterization

()[https://en.wikipedia.org/wiki/Rasterisation#/media/File:Top-left_triangle_rasterization_rule.gif]

Draw a Triangle

Frame Buffer (CPU Client)

Vertex Array

OpenGL Vertex ArrayUsing vertex arrays reduces the number of function calls and redundant usage of shared vertices. Therefore, you may increase the performance of rendering.

VBO

VEO

OpenGL Shader and GLSL (GPU Server)

Question

Reference:

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