OpenGL ES 着色器语法中精度解析
精度说明表Satisfies the minimum requirements for the vertex language described above.Optional in the fragment language满足上面描述的顶点语言的最低要求, 在片段语言中是可选的satisfies the minimum requirements above for the fragment ....
OpenGL ES 初探(1) (9)
简介文章图片出处(仅用于笔记记录)OpenGL ES (OpenGL for Embedded Systems) 是以⼿手持和嵌⼊入式为⽬目标的⾼高级3D图形应 ⽤用程序编程接⼝口(API). OpenGL ES 是⽬目前智能⼿手机中占据统治地位的图形API.⽀支持的平台: iOS, Andriod , BlackBerry ,bada ,Linux ,Windows.OpenGL ES 开放式....
OpenGL ES VAO、VBO、EBO、FBO、PBO、TBO、UBO
作者:字节流动来源:https://blog.csdn.net/Kennethdroid/article/details/112379836VBO 和 EBOVBO(Vertex Buffer Object)是指顶点缓冲区对象,而 EBO(Element Buffer Object)是指图元索引缓冲区对象,VAO 和 EBO 实际上是对同一类 Buffer 按照用途的不同称呼。OpenGL ES....
OpenGL ES Wrapper on Windows Mobile
关于在Windows Mobile上使用OpenGL ES,可以参考MVP的这篇文章《Getting Started with OpenGL on Windows Mobile》。另外,Jake也在《OpenGL ES for Windows Mobile》中给出了他的测试结果。我写这篇文章的目的,就是给打算在Windows Mobile上使用OpenGL ES的新手作为...
OpenGL ES From the Ground Up, Part 5: Living in a Material World
WEDNESDAY, MAY 13, 2009 OpenGL ES From the Ground Up, Part 5: Living in a Material World Okay, in the last installment, we talked about lights, how to set them up and what attributes they ha...
OpenGL ES From the Ground Up, Part 6: Textures and Texture Mapping
MONDAY, MAY 25, 2009 OpenGL ES From the Ground Up, Part 6: Textures and Texture Mapping An alternative to creating materials in OpenGL ES to define the color of a polygon is to map a texture ...
OpenGL ES From the Ground Up, Part 1: Basic Concepts
FRIDAY, APRIL 17, 2009 OpenGL ES From the Ground Up, Part 1: Basic Concepts I've done a number of postings on programming OpenGL ES for the iPhone, but most of the posts I've done have been t...
OpenGL ES From the Ground Up, Part 1 Addendum: Alphabet Soup
MONDAY, MAY 4, 2009 OpenGL ES From the Ground Up, Part 1 Addendum: Alphabet Soup One problem with blog postings is that they are self-edited. For my postings here, I have no external technica...
OpenGL ES From the Ground Up, Part 2: A Look at Simple Drawing
MONDAY, APRIL 20, 2009 OpenGL ES From the Ground Up, Part 2: A Look at Simple Drawing Okay, there's still a lot of theory to talk about, but before we spend too much time getting bogged down ...
OpenGL ES From the Ground Up, Part 3: Viewports in Perspective
SATURDAY, APRIL 25, 2009 OpenGL ES From the Ground Up, Part 3: Viewports in Perspective Now that you got a taste of how to draw in OpenGL, let's take a step back and talk about something very...
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