![]() ![]() These transformations are usually specified as uniform variables and applied to the incoming vertex positions and normal vectors by means of matrix-vector multiplications. When programming a vertex shader, it is therefore particularly important to understand which transformations have to be performed in the vertex shader. While programmable vertex shaders allow for many ways of transforming vertices, some transformations are performed in the fixed-function stages after the vertex shader. those specified in a 3D modeling tool) to screen coordinates. ![]() triangles) from the original coordinates (e.g. One of the most important tasks of the vertex shader and the following stages in the OpenGL (ES) 2.0 pipeline is the transformation of vertices of primitives (e.g. 4.1 Accessing the Projection Matrix in a Vertex Shader.4 Projection Transformation and Perspective Division.3.1 Accessing the View Matrix in a Vertex Shader. ![]() 2.2 Accessing the Model Matrix in a Vertex Shader. ![]()
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