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哪里沙子符合开放式GL的旧方法?
原标题:Where do shaders fit in with the older methods of rendering in OpenGL?

我在多位在线辅导员之后,在开放式广播公司撰写了一个层次的论文。 我实际上用的是垂直阵列和距离线。 现在,由于我希望每台粉碎机的电梯级,我认识到,此时此刻,沙子是开放式利比里亚运动的主要部分,如果不是其中的话。

因此,我在这里用我的“传统”方法,不给人留下污点,我想知道,这些沙子如何适应大片事物。 如果我重新开展工作,利用开放式利比里亚联盟的最新能力,那么我的主要任由谁来履行? Can 我把成像放在法典上,而只是用灯灯灯灯光?

I want to do this correctly, not fast so I am going to continue reading through OpenGL Superbible and learning as I go.

Can anyone educate me as to how everything fits in and if these old tutorials online like Nehe and gametutorials are actually still applicable.

最佳回答

使用固定职能 公开联合采取这些步骤:

  • Setting projection matrix
  • Setting modelview matrix
  • Set lighting parameters
  • Bind textures to texture units
  • Define texture environment operations
  • Setting up geometry (Vertex Arrays / Vertex Buffer Objects)
  • Issue draw commands

这是使用沙子的头5个步骤。 砂子更换固定功能管道,由那里的环境控制。 首先,最重要的是,你必须提供实施垂直转变和碎片生成的炉.。 这些扫描仪的参数是Uniforms

您仍然与矩阵表合作,只有这次通过制服将其交付给开放式GL,而不是通过矩阵组(在开放式GL-2和开放式GL-3的兼容性简介中,矩阵表组仍在那里,而矩阵矩阵表组则仍被装成。

案文仍受案文单位的约束。 使用sampler制服 文本处理器被装成碎片生成。 整个案文环境已经被碎块的沙板所取代。 坦率地说,建立一个破碎的斜体比吸引几十个光辉电话更为容易。

照明是通过过滤器进行的,因此,你通过灯光参数作为制服,并在炉子中进行计算。

但图谋依然如此。

我的主要使职职能实际上将与弹 一道完成。

如果你表示,如果线人将打电话: 无 实际上,将旧的开放式G-1.1使器从即刻的显示器、甄选方式和模式升至开放式G-3核心并非如此。 (如果显示名单、选择模式和即时方式都涉及......)

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