What You’ll Learn in This Chapter
• How to get data from your application into the front of the graphics pipeline
• What the various OpenGL drawing commands are and what their parameters do
• How your transformed geometry gets into your application’s window
In Chapter 3, we followed the OpenGL pipeline from start to finish, producing a simple application that exercised every shader stage with a minimal example that was just enough to make it do something. We even showed you a simple compute shader that did nothing at all! However, the result of all this was a single tessellated triangle broken into points. Since then, you have learned some of the math involved in 3D computer graphics, have seen ...