![]() Eduardo Pelegri-Llopart and Darryl Gough for contributing the Blackberry Native SDK port for the OpenGL ES 2.0 Programming Guide (we have not yet ported the ES 3.Jarkko Vatjus-Anttila for contributing the original Linux/X11 port for the OpenGL ES 2.0 Programming Guide.opengl-es-2. And I have read the following: 'Attribute names that do not exist or are not active in a vertex shader attached to the program object are ignored.' When an attribute is not active Thanks. Javed Rabbani Shah for contributing the Android SDK port as well as helping with the NDK port In reading the book: OpenGL ES 2.0 Programming Guide (Addison-Wesley).We would like to thank the following people for their contributions to the source code: Previous contributions: Dave Shreiner, Aaftab Munshi Reader Contributions Instructions for building for each platform are provided in Chapter 16, "OpenGL ES Platforms". WebGL programs consist of control code written in JavaScript and shader code (GLSL) that is executed on a computer's Graphics Processing Unit (GPU). The sample code for the OpenGL ES 3.0 Programming Guide currently builds on the following platforms: WebGL enables web content to use an API based on OpenGL ES 2.0 to perform 2D and 3D rendering in an HTML canvas in browsers that support it without the use of plug-ins. This repository contains the sample code for the OpenGL ES 3.0 Programming Guide by Addison-Wesley Professional ( ).
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