@@ -17,7 +17,7 @@ Preliminaries
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-------------------------------------------------------------------------------
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The main difficulty for newcomers in programming modern OpenGL is that it
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- requires to underdtand a lot of different concepts at once and then, to perform
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+ requires to understand a lot of different concepts at once and then, to perform
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a lot of operations before rendering anything on screen. This complexity
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implies that there are many places where your code can be wrong, both at the
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conceptual and code level. To illustrate this difficulty, we'll program our
@@ -109,7 +109,7 @@ GL Primitives
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Common OpenGL rendering primitives.
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Ok, now things are getting serious because we need to actually tell OpenGL what
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- to do with the vertices, i.e. how to render them? what do they describe in term
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+ to do with the vertices, i.e. how to render them? What do they describe in term
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of geometrical primitives? This is quite an important topic since this will
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determines how fragments will be actually generated as illustrated on the image
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below:
@@ -380,7 +380,7 @@ equivalent to a C `double`). So let us specify a NumPy array holding 4×2
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# Build data
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data = np.zeros((4 ,2 ), dtype = np.float32))
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- Wen then create a placeholder on the GPU without yet specifying the size:
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+ We then create a placeholder on the GPU without yet specifying the size:
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.. code :: python
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@@ -395,7 +395,7 @@ We now need to bind the buffer to the program, that is, for each attribute
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present in the vertex shader program, we need to tell OpenGL where to find the
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corresponding data (i.e. GPU buffer) and this requires some computations. More
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precisely, we need to tell the GPU how to read the buffer in order to bind each
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- value to the relevant attribute. To do this, GPU needs to kow what is the
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+ value to the relevant attribute. To do this, GPU needs to know what is the
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stride between 2 consecutive element and what is the offset to read one
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attribute:
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@@ -412,7 +412,7 @@ attribute:
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In our simple quad scenario, this is relatively easy to write because we have a
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- single attribute ("`position `"). We first requires the attribute location
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+ single attribute ("`position `"). We first require the attribute location
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inside the program and then we bind the buffer with the relevant offset.
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.. code :: python
@@ -750,7 +750,6 @@ the quad program (see `<code/chapter-03/glumpy-quad-varying-color.py>`_):
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.. figure :: movies/chapter-03/quad-scale.mp4
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:loop:
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- :autoplay:
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:controls:
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:figwidth: 35%
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@@ -808,7 +807,6 @@ tricks in the next chapters.
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.. figure :: movies/chapter-03/quad-scale.mp4
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:loop:
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- :autoplay:
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:controls:
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:figwidth: 35%
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@@ -830,7 +828,6 @@ Solution: `<code/chapter-03/quad-scale.py>`_
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.. figure :: movies/chapter-03/quad-rotate.mp4
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:loop:
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- :autoplay:
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:controls:
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:figwidth: 35%
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