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Diffstat (limited to 'sdl/GL_notes.txt')
-rw-r--r-- | sdl/GL_notes.txt | 9 |
1 files changed, 8 insertions, 1 deletions
diff --git a/sdl/GL_notes.txt b/sdl/GL_notes.txt index c22d743..b155d88 100644 --- a/sdl/GL_notes.txt +++ b/sdl/GL_notes.txt @@ -65,6 +65,13 @@ Shadow Mapping 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) +- VP: to mimick fixed functionality, multiply incoming vertex by MVP (modelview/projection matrices) if no transfomration took place, just transfer the vertex data into next stage, clipping AFAIK +Vertex Shader--you can write code for tasks such as: +- Vertex position transformation using the modelview and projection matrices +- Normal transformation, and if required its normalization +- Texture coordinate generation and transformation +- Lighting per vertex or computing values for lighting per pixel +- Color computation + |