Computer Graphics Through OpenGL: From Theory to
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Transcript Computer Graphics Through OpenGL: From Theory to
Computer Graphics Through
OpenGL: From Theory to
Experiments, Second Edition
Chapter 20
Figure 20.1: OpenGL fixed-function pipeline.
Figure 20.2: OpenGL programmable pipeline.
Figure 20.3: Screenshot
of squareShaderized.cpp.
Figure 20.4: Process to create a shader program executable.
Figure 20.5: Linkages between the application program and vertex shader. During
run-time, the source data for the attribute variables are read from GPU buffers, while
uniform values are shipped from the CPU by the application program.
Figure 20.6: Screenshot
of ballAndTorusShaderized.cpp.
Figure 20.7: Screenshots of (a) bumpMapping.cpp (b) bumpMappingShaderized.cpp
(c) bumpMappingPerPixelLight.cpp.
Figure 20.8: Screenshot
of litCylinderShaderized.cpp.
Figure 20.9: Screenshot
of fieldAndSkyFilteredShaderized.cpp.
Figure 20.10: Screenshot
of textureTorusShaderized.cpp.
Figure 20.11: Screenshot
of litTexturedCylinderShaderized.cpp.