![]() ![]() I was confused because the OpenGL Shader Builder does support them, but that's plain OpenGL, not OpenGL ES. UPDATE: apparently the OpenGL ES Shader Language does not support the pre-defined entries like gl_ModelViewMatrix, so the only answer is to define your own custom model/view/projection matrices as done in the code linked below, using glGetUniformLocation and glUniformMatrix4fv. 02ConfigureFrameBuffer: Configure the framebuffer for 16 and. The source code from the OpenGL ES 2.0 Programming Guide has been helpful for the shader part but all the examples appear to just leave the matrix transforms alone and just make sure their vertices are between -1.0 and 1.0. 01CreateWindow: Create an empty rendering window with EGL. So how do I pass these values to my shader? do I use glUniformMatrix4fv somehow? Uniform mat4 gl_ModelViewProjectionMatrix In OpenGL ES 2.0, you apparently can't do glMatrixMode(GL_MODELVIEW) Īny more to set the model matrix, but I think these matrices are still built in somehow, since the GLSL spec tells you how to access them in a vertex shader.
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