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OpenGL ES 3.0 Programming Guide Sample Code
The note say“Instructions for building for each platform are provided in Chapter 16, "OpenGL ES Platforms".” But where is the Chapter 16, Ican't find that. And I open the project...
I think reading sample codes is the best way to understand OpenGL ES, but there is some missing key code in the Ch12 sample code. Can you provide the full...
Page 265 says, "Once a texture has been loaded as a compressed texture, it can be used for texturing in exactly the same way as an uncompressed texture." In my...
Cast `void *` pointer to correct type. Was getting compiler error.: > error: cannot initialize a variable of type 'UserData *' with an lvalue of type 'void *' UserData *userData...
- 12.4 使用帧缓冲区对象 =》 12.4 使用渲染缓冲区对象 - “需要使该对象成为当前帧缓冲区对象” =》 “需要使该对象成为当前渲染缓冲区对象”
Hey guys, I am very new to OpenGL development. I am learning to develop Open GL ES 3 apps following your book. Here is current environment spec: **Emulator:** Mali_OpenGL_ES_Emulator-v3.0.2.g694a9-Windows-64bit **IDE**:...
Hi, I'm new to opengles. In "Hello Triangle"'s `Shutdown`, you only call `glDeleteProgram`. Acctording to the document, `glDeleteProgram` doesn't delete the attached shaders. So is it nesscssory to call `glDeleteShader`...
Should be _TEXCOORD1_, but _TEXC00RD1_ P.129: ``` #define VERTEX_TEXC00RD1_0FFSET 8 #define VERTEX_ATTRIB_SIZE (VERTEX_POS_SIZE + \ VERTEX_NORMAL_SIZE + \ VERTEX_TEXCOORD0_SIZE + \ VERTEX_TEXC00RD1_SIZE) ``` P.130: ``` (p + VERTEX_TEXC00RD1_0FFSET)); float *texcoordl...
Chapter 7. Primitive Assembly and Rasterization > 2. Drawing Primitives "The first method is to instruct OpenGL ES to read vertex attributes once or **multiple times per instance** using the...