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authorKyle K <kylek389@gmail.com>2010-10-18 02:01:59 -0500
committerKamil Kaminski <kamilkss@gmail.com>2010-10-18 02:01:59 -0500
commitb4fabf95efc0d858f449df6ffe5ca57141a56151 (patch)
tree590b5f58a4a982b46c11436d302f79c3b1d13df8
parentea12bde39cddd38ddbce2397c99565b8cfc525c4 (diff)
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GL_notes.txt: start taking notes on shaders
-rw-r--r--sdl/GL_notes.txt6
1 files changed, 5 insertions, 1 deletions
diff --git a/sdl/GL_notes.txt b/sdl/GL_notes.txt
index 29e2942..c22d743 100644
--- a/sdl/GL_notes.txt
+++ b/sdl/GL_notes.txt
@@ -56,7 +56,7 @@ Pipeline
glDrawArrays() || glDrawElements()
glDisableClientState()
-Shadowmap
+Shadow Mapping
- getting the depth buffer from lights point of view of the scene, we don't swap
we only care about raw geometry
we regenerate the shadow map if the light or object moves, or window size changes
@@ -64,3 +64,7 @@ Shadowmap
once depth buffer is written to the backbuffer, we retrieve that into a texture, then
lots of magic is done to project the texture/shadow map back into the final scene
+Shaders
+- VP: to mimick fixed functionality, multiply incoming vertex my MVP (modelview/projection matrices)
+ if no transfomration took place, just transfer the vertex data into next stage, clipping AFAIK
+