unsmashable
unsmashable
// Bind the buffer object to the uniform block binding point glBindBufferBase ( GL_UNIFORM_BUFFER, bindingPoint, buffer ); SHOULD BE: glBindBufferBase ( GL_UNIFORM_BUFFER, bindingPoint, bufferId ); Ginsburg, Dan; Purnomo, Budirijanto; Shreiner,...
Table 6-1 Data Conversion CL_SHORT max( c / (2^16 -1), -1.0) I think that this should be CL_SHORT max( c / (2^15 -1), -1.0)
Once you have a program object created, the next step is to attach shaders to it. In OpenGL ES 3.0, each program object needs to have one vertex shader and...