DEV Community

My notes on the OpenGL ES hello world triangle

This blog post is a collection of notes on the Open GL ES "Hello World" triangle, covering key concepts such as vertices, vertex shaders, fragments, and fragment shaders. Open GL ES is a wrapper around Open GL that makes it more efficient for mobile and memory-limited devices. A vertex is a coordinate in 2D or 3D space, and in the Open GL ES triangle tutorial, vertices are created in an array of x and y coordinates. A vertex shader is a programmable method for operating on vertices, transforming their 3D positions to 2D coordinates on the screen. A fragment is the data necessary to generate a single pixel's worth of a drawing, created during the non-programmable step of Rasterization in the graphics pipeline. A fragment shader is a programmable method for altering fragment data. To render with shaders, two fundamental object types are needed: Shader objects and Program objects. Shader objects are compiled from source code and attached to Program objects, which link multiple Shader objects into a final executable. In Open GL ES, each Program object must have one vertex shader object and one fragment shader object attached to it.
favicon
dev.to
dev.to
Create attached notes ...