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OpenGL Tip of the Day

A collection of handy tips on using OpenGL

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OpenGL Tip of the Day | ogltotd.blogspot.com Reviews
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A collection of handy tips on using OpenGL
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1 default uniform values
2 references
3 posted by
4 alex scarborough
5 18 comments
6 vertex
7 void main
8 fragment
9 and baz
10 f color
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default uniform values,references,posted by,alex scarborough,18 comments,vertex,void main,fragment,and baz,f color,and rex,1 comment,example,2 comments,labels fbo,framebuffer object,multiple draw buffers,gldrawbuffersarb 2 buffers,no comments,shaders
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OpenGL Tip of the Day | ogltotd.blogspot.com Reviews

https://ogltotd.blogspot.com

A collection of handy tips on using OpenGL

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1

OpenGL Tip of the Day: December 2006

http://ogltotd.blogspot.com/2006_12_01_archive.html

OpenGL Tip of the Day. A collection of handy tips on using OpenGL. Tuesday, December 12, 2006. Rendering to multiple textures. To render to multiple textures, you still use the glDrawBuffers. Function. However, you use the enums from GL EXT framebuffer object. GLenum buffers[] = { GL COLOR ATTACHMENT0 EXT, GL COLOR ATTACHMENT1 EXT };. GlDrawBuffers(2, buffers);. If a framebuffer object is bound with textures attached to GL COLOR ATTACHMENT0 EXT. And GL COLOR ATTACHMENT1 EXT. Monday, December 11, 2006.

2

OpenGL Tip of the Day: Setting vertex attribute locations

http://ogltotd.blogspot.com/2006/12/setting-vertex-attribute-locations_09.html

OpenGL Tip of the Day. A collection of handy tips on using OpenGL. Saturday, December 9, 2006. Setting vertex attribute locations. While you can query the location of a generic vertex attribute in a GLSL shader by calling glGetAttribLocation(GLuint program, const GLchar *name). You can also set the location of a generic vertex attribute manually using glBindAttribLocation(GLuint program, GLuint index, const GLchar *name). The article posted was very informative and useful. Jual rumput futsal murah. Rende...

3

OpenGL Tip of the Day: What is the optimal 32 bit texture format?

http://ogltotd.blogspot.com/2006/12/what-is-optimal-32-bit-texture-format.html

OpenGL Tip of the Day. A collection of handy tips on using OpenGL. Wednesday, December 6, 2006. What is the optimal 32 bit texture format? The optimal texture format on all systems, regardless of endianness or operating system, is an internal format of GL RGBA8, a type of GL UNSIGNED INT 8 8 8 8 REV, and a format of GL BGRA. An optimal call to glTexImage2D would thus be this:. GlTexImage2D(GL TEXTURE 2D, 0, GL RGBA8, width, height, border, GL BGRA, GL UNSIGNED INT 8 8 8 8 REV, NULL);.

4

OpenGL Tip of the Day: Default Uniform Values

http://ogltotd.blogspot.com/2007/12/default-uniform-values.html

OpenGL Tip of the Day. A collection of handy tips on using OpenGL. Saturday, December 29, 2007. In GLSL 1.10 all uniforms are assigned a default value of 0 when a program is successfully linked.  In GLSL 1.20 all uniforms, except for samplers, can have an initializer, like so:. Uniform vec3 color = vec3(0.7, 0.7, 0.2);. All uniforms without initializers are assigned a default value of 0. GLSL 1.20 specification, p. 24. Man, this blog is awesome! It offers some great tips for graphic developers. Your post...

5

OpenGL Tip of the Day: Rendering to multiple textures

http://ogltotd.blogspot.com/2006/12/rendering-to-multiple-textures.html

OpenGL Tip of the Day. A collection of handy tips on using OpenGL. Tuesday, December 12, 2006. Rendering to multiple textures. To render to multiple textures, you still use the glDrawBuffers. Function. However, you use the enums from GL EXT framebuffer object. GLenum buffers[] = { GL COLOR ATTACHMENT0 EXT, GL COLOR ATTACHMENT1 EXT };. GlDrawBuffers(2, buffers);. If a framebuffer object is bound with textures attached to GL COLOR ATTACHMENT0 EXT. And GL COLOR ATTACHMENT1 EXT. January 29, 2013 at 8:19 AM.

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OpenGL Tip of the Day

OpenGL Tip of the Day. A collection of handy tips on using OpenGL. Saturday, December 29, 2007. In GLSL 1.10 all uniforms are assigned a default value of 0 when a program is successfully linked.  In GLSL 1.20 all uniforms, except for samplers, can have an initializer, like so:. Uniform vec3 color = vec3(0.7, 0.7, 0.2);. All uniforms without initializers are assigned a default value of 0. GLSL 1.20 specification, p. 24. Thursday, December 27, 2007. Active Shader Uniforms and Vertex Attributes. Are all use...

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