Chapter 7. Vertex Processing and Drawing Commands

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 ...

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