8/21/2023 0 Comments Glsl attribute opengl es 2.0The fourth will convert to, as a floating-point range. The third will convert the signed short range to the range ( though the conversion is a bit odd and differs for certain OpenGL versions, so as to allow the integer 0 to map to the floating point 0.0). The second one will convert the unsigned short range to the floating-point range. Your shader doesn't have to know or care that it's being fed shorts, bytes, integers, floats, etc. ) Īll of these will be converted into a vec4 automatically. GlVertexAttribPointer(0, 4, GL_SHORT, GL_FALSE. GlVertexAttribPointer(0, 4, GL_SHORT, GL_TRUE. GlVertexAttribPointer(0, 4, GL_UNSIGNED_SHORT, GL_TRUE. So you can use any of these glVertexAttribPointer definitions with a vec4 attribute type: glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE. That's because this information doesn't live in the shader.Īll values provided by glVertexAttribPointer will be converted to floating-point GLSL values (if they're not floats already). I'm not sure how to represent this in the shader.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |