-
Notifications
You must be signed in to change notification settings - Fork 199
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
some adjustments for the shader chapter #202
base: master
Are you sure you want to change the base?
Conversation
|
||
Rendering an ofMesh start out as some vertex buffers on the CPU side that get filled with arrays of vertex attributes like colors or positions or texture coordinates. These attributes are used as the inputs into the vertex shader, this is what you're working with in your vertex shader. When you call draw() on an ofMesh the indexes control how the vertices get assembled into triangles later on. | ||
Rendering an ofMesh starts out as some vertex buffers on the CPU side are getting filled with arrays of vertex attributes like colors or positions or texture coordinates. These attributes are used as the inputs into the vertex shader, this is what you're working with in your vertex shader. When you call draw() on an ofMesh the indexes of the arrays with the vertex attributes control how the vertices get assembled into triangles later on. | ||
|
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
this is not correct, the indices refer to the specific indices vector not to the indices of the attributes
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
I removed the mentioning of indexes to simplify the explanation. Better now?
ping |
ping |
Hi there,
here are some adjustments for the shader chapter.