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Opengl 4.3 best ways to deal with vertex data
Opengl 4.3 best ways to deal with vertex data






opengl 4.3 best ways to deal with vertex data

This is different from the conventional 2D Cartesian coordinates, where y-axis is pointing upwards. The origin (0, 0) is located at the top-left corner, with x-axis pointing right and y-axis pointing down.

opengl 4.3 best ways to deal with vertex data

The position is expressed in terms of (x, y) coordinates. Color is expressed in RGB (Red-Green-Blue) components - typically 8 bits per component or 24 bits per pixel (or true color). A pixel has two properties: a color and a position.

opengl 4.3 best ways to deal with vertex data

A raster is a 2D rectangular grid of pixels (or picture elements). Pixels and FrameĪll modern displays are raster-based. Modern day computer has dedicated Graphics Processing Unit (GPU) to produce images for the display, with its own graphics memory (or Video RAM or VRAM). Computer Graphics Hardware GPU (Graphics Processing Unit)








Opengl 4.3 best ways to deal with vertex data