GlTextureSubImage3D(name, 0, 0, 0, face, bitmap. GlTextureStorage2D(name, 1, GL_RGBA8, bitmap.width, bitmap.height) glCreateTextures is the equivalent of glGenTextures + glBindTexture(for initialization).The texture related calls aren't hard to figure out so let's jump right in.The wiki page does a fine job comparing the DSA naming convention to the traditional one so I stole their table: OpenGL Object Type Great right? Sure, but if you were to research how to use all the new DSA functions you'd have a hard time finding anywhere where it's all explained, which is what this guide is all about. With DSA we, in theory, can keep our bind count outside of drawing operations at zero. When I say modern I'm talking DSA modern, not VAO modern, because that's old modern or "middle" GL (however I will be covering some from it), I can't tell you what minimal version you need to make use of DSA because it's not clear at all but you can check if you support it yourself with something like glew's glewIsSupported("ARB_direct_state_access") or checking your API version. A guide on modern OpenGL rendering techniques.A guide on how to apply modern OpenGL functionality.Setting up Mix & Match Shaders with Program Pipelinesįaster Reads and Writes with Persistent Mapping Ideal Way Of Retrieving All Uniform Names Storing Index and Vertex Data Under Single Buffer glVertexAttribFormat & glBindVertexBuffer.
0 Comments
Leave a Reply. |