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Glsl attribute opengl es 2.0
Glsl attribute opengl es 2.0










glsl attribute opengl es 2.0

There is no other matrices that you need to multiply by.

  • A projection matrix converts eye coordinates to clip coordinates.īased on standard naming conventions, the mvpMatrix is projection * view * model, in that order.
  • A view matrix transforms the world coordinates to eye coordinates.
  • A model matrix transforms an object from object coordinates to world coordinates.
  • One thing I think needs a bit of clarification: What am I doing wrong here? Or am I required to use ftransform() on desktop GL? This shader works like gold for anything drawn in 2D.

    glsl attribute opengl es 2.0

    I am passing in the matrices as glUniformMatrix4fv(location, 1, GL_FALSE, mvpMatrix)

    glsl attribute opengl es 2.0

    Vec4 color = texture2D(t_texture0, v_texcoord0) Gl_Position = mvp_matrix * (obj_matrix * vec4(a_vertex, 1.0)) įrag shader: uniform sampler2D t_texture0 Putting my shaders in RenderMonkey works when I have ES 2.0 mode enabled, but on standard desktop GL it's just a black screen (no compiler errors/warnings): Normally I get a black screen, but if I set the Z value of all my vertices to 0 I get stuff to show up. Problem is, it seems like for anything other than 2D, creating a shader passing in the modelviewprojection matrix as a uniform does not work. I'm porting a codebase of mine from fixed-function OpenGL 1.x to OpenGL 2.x - Technically OpenGL ES 2.0, but I'm still coding on the desktop, just keeping in mind the limitations that ES 2.0 imposes which are similar to the 3.1 'new' profile.












    Glsl attribute opengl es 2.0