[OpenGL Insights]Ch2. Transitioning Students to Post
Jun 07, 2016 pm 03:20 PM作者:Mike Baileyhttp://web.engr.oregonstate.edu/~mjb/WebMjb/mjb.html 2.1 Introduction 在shader-based OpenGL以前,几何全于glBegin()和glEnd()之间用glVertex定义,这易于理解。而如今需使用难于理解且容易出错的VBO。如何使用我们更容易的从过去的思
作者:Mike Bailey http://web.engr.oregonstate.edu/~mjb/WebMjb/mjb.html
2.1 Introduction
在shader-based OpenGL以前,几何全于glBegin()和glEnd()之间用glVertex定义,这易于理解。而如今需使用难于理解且容易出错的VBO。如何使用我们更容易的从过去的思路转到现在的思路呢?本章采取直接的方式解决此问题:提供C++的类。这些类使用看起来像glBegin和glEnd的函数创建vertex buffer,并且负责加载,编译,链接和使用shader。并且建议使用naming convention以不污染shader的变量。
2.2 Naming Shader Variables: Introduction
这里定义一些命名规范。由于 可以在7个不同的地方设置GLSL变量,所以需要给变量设置前缀已了解变量从哪里来。如下表
2.3 Naming Shader Variables: Details

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