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02-introduction.rst

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@@ -414,7 +414,7 @@ Libraries
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.. Note::
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Even though glumpy and vispy shares a number of concept, they are different.
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Even though glumpy and vispy share a number of concept, they are different.
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vispy offers a high-level interface that may be convenient in some
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situations but this tends to hide the internal machinery. This is one of the
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reason we'll be using glumpy instead (the other reason being that I'm the

03-quickstart.rst

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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
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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:
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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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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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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
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.. figure:: movies/chapter-03/quad-scale.mp4
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.. figure:: movies/chapter-03/quad-scale.mp4
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.. figure:: movies/chapter-03/quad-rotate.mp4
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05-cube.rst

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.. figure:: movies/chapter-05/solid-cube.mp4
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.. figure:: movies/chapter-05/color-cube.mp4
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.. figure:: movies/chapter-05/outline-cube.mp4
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.. figure:: movies/chapter-05/texture-cube.mp4
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.. figure:: movies/chapter-05/color-border-cube-1.mp4
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.. figure:: movies/chapter-05/color-border-cube-2.mp4
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06-anti-grain.rst

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.. figure:: movies/chapter-06/SDF-circle.mp4
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.. figure:: movies/chapter-06/SDF-plane.mp4
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.. figure:: movies/chapter-06/SDF-box.mp4
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.. figure:: movies/chapter-06/SDF-round-box.mp4
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07-points.rst

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08-markers.rst

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.. figure:: movies/chapter-08/texture-marker.mp4
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09-lines.rst

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parameterization that relies on having a different tesselation with 4×n
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vertices instead of 2×n. I won't explain all the details here but only provide
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the final result that you can found in `geom-path.py
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<code/chapter-09/geom.path.py>`_.
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<code/chapter-09/geom_path.py>`_.
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If you look at the sources, you'll see I'm using a geometry shader, which is a
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new type of shader that is not officially available in GL ES 2.0 but which is
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`geom-path.py <code/chapter-09/geom_path.py>`_.
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11-meshes.rst

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14-special.rst

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