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OpenGL Development Cookbook

OpenGL Development Cookbook

By : Movania
4.1 (10)
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OpenGL Development Cookbook

OpenGL Development Cookbook

4.1 (10)
By: Movania

Overview of this book

OpenGL is the leading cross-language, multi-platform API used by masses of modern games and applications in a vast array of different sectors. Developing graphics with OpenGL lets you harness the increasing power of GPUs and really take your visuals to the next level. OpenGL Development Cookbook is your guide to graphical programming techniques to implement 3D mesh formats and skeletal animation to learn and understand OpenGL. OpenGL Development Cookbook introduces you to the modern OpenGL. Beginning with vertex-based deformations, common mesh formats, and skeletal animation with GPU skinning, and going on to demonstrate different shader stages in the graphics pipeline. OpenGL Development Cookbook focuses on providing you with practical examples on complex topics, such as variance shadow mapping, GPU-based paths, and ray tracing. By the end you will be familiar with the latest advanced GPU-based volume rendering techniques.
Table of Contents (10 chapters)
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9
Index

Implementing a particle system using transform feedback

In this recipe, we will implement a simple particle system using the transform feedback mechanism. In this mode, the GPU bypasses the rasterizer and, later, the programmable graphics pipeline stages to feedback result to the vertex shader. The benefit from this mode is that using this feature, we can implement a physically-based simulation entirely on the GPU.

Getting ready

The code for this recipe is contained in the Chapter8/TransformFeedbackParticles directory.

How to do it…

Let us start this recipe by following these simple steps:

  1. Set up two vertex array pairs: one for update and another for rendering. Bind two vertex buffer objects to each of the pairs, as was done in the previous two recipes. Here, the buffer objects will store the per-particle properties. Also, enable the corresponding vertex attributes:
      glGenVertexArrays(2, vaoUpdateID);
      glGenVertexArrays(2, vaoRenderID);
      glGenBuffers( 2, vboID_Pos);
      glGenBuffers(...
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OpenGL Development Cookbook
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