List of Figures
Figure 1-1 OpenGL ES 3.0 Graphics Pipeline
Figure 1-2 OpenGL ES 3.0 Vertex Shader
Figure 1-3 OpenGL ES 3.0 Rasterization Stage
Figure 1-4 OpenGL ES 3.0 Fragment Shader
Figure 1-5 OpenGL ES 3.0 Per-Fragment Operations
Figure 2-1 Hello Triangle Example
Figure 5-1 Z Fighting Artifacts Due to Not Using Invariance
Figure 5-2 Z Fighting Avoided Using Invariance
Figure 6-1 Triangle with a Constant Color Vertex and Per-Vertex Position Attributes
Figure 6-2 Position, Normal, and Two Texture Coordinates Stored as an Array
Figure 6-3 Selecting Constant or Vertex Array Vertex Attribute
Figure 6-4 Specifying and Binding Vertex Attributes for Drawing One or More Primitives
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