O'Reilly logo

OpenGL® SuperBible, Third Edition by Benjamin Lipchak, Richard S. Wright

Stay ahead with the world's most comprehensive technology and business learning platform.

With Safari, you learn the way you learn best. Get unlimited access to videos, live online training, learning paths, books, tutorials, and more.

Start Free Trial

No credit card required

Chapter 22. Vertex Shading: Do-It-Yourself Transform, Lighting, and Texgen

by Benjamin Lipchak

WHAT YOU'LL LEARN IN THIS CHAPTER:

  • How to perform per-vertex lighting

  • How to generate texture coordinates

  • How to calculate per-vertex fog

  • How to calculate per-vertex point size

  • How to squash and stretch objects

  • How to make realistic skin with vertex blending

This chapter is devoted to the application of vertex shaders. We covered the basic mechanics of high-level and low-level vertex shaders in the preceding two chapters, but at some point you have to put the textbook down and start learning by doing. Here, we introduce a handful of shaders that perform various real-world tasks. You are encouraged to use these shaders as a starting point for your own experimentation. ...

With Safari, you learn the way you learn best. Get unlimited access to videos, live online training, learning paths, books, interactive tutorials, and more.

Start Free Trial

No credit card required