So what exactly is a renderpass? Is it the same as a draw call? Is it maybe basicly this?: Gl_Color(xyz); gl_uniform("a",1); gl_uniform("a",1); gl_uniform("a",1); //I know this is deprected as balls, but just to help me understand Gl_Begin(GL_VERTEX_STRIP); GL_...
this would be this. OpenGl is a basic resource and tool for things like 2D and 3D game development. One of the things that makes the opengl gaming very significant is that its API is cross-platform. The implication of this is that it allows developers ...
On the most fundamental level, OpenGL is a software interface that allows a programmer to communicate with graphics hardware. Of course, there is much more to it than that, and you will be glad to know that this book explains the finer details of OpenGL. But before we get our hands dirty...
The OpenGL standard allows individual vendors to provide additional functionality through extensions as new technology is created. Extensions may introduce new functions and new constants, and may relax or remove restrictions on existing OpenGL functions. Each vendor has an alphabetic abbreviation that is ...
One source of confusion I am having is that WebGL advertises itself as an "immediate-mode 3D rendering API", but I am having a hard time understanding what is actually different in the design pattern for writing a WebGL2 program vs an equivalent "retained" OpenGL3 program. ...
GLSL stands for openGL Shading Language, which is the specific standard of shader programs you'll see in the following chapters. There are other types of shaders depending on hardware and Operating Systems. Here we will work with the openGL specs regulated byKhronos Group. Understanding the histo...
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1 Answer. OpenGL implementations arenot requiredto support rendering of wide lines. You can query the range of supported line widths with: GLfloat lineWidthRange[2] = {0.0f, 0.0f}; glGetFloatv(GL_ALIASED_LINE_WIDTH_RANGE, lineWidthRange); // Maximum supported line width is in lineWidthRange...
NVAPI is NVIDIA's core software development kit that allows direct access to NVIDIA GPUs and drivers on all windows platforms. NVAPI provides support forcategories of operationsthat range beyond the scope of those found in familiar graphics APIs such as DirectX and OpenGL. ...
這些 Begin/End 可以類比到 OpenGL 裏使用的堆疊的概念,亦即不管是 transformation 或是 graphics states 都是以 stack 的方式來存取。換另一個說法,就是以 stack 來實作出階層(hierarchy)的架構來,然後整個 rendering scene 可以利用階層來達到分類與資源再利用。比較複雜一點的是,得去了解哪些 block 可以被放在 ...