What is glVertexPointer used for?
The glVertexPointer function specifies the location and data of an array of vertex coordinates to use when rendering. The size parameter specifies the number of coordinates per vertex.
What is glDrawArrays?
Description. glDrawArrays specifies multiple geometric primitives with very few subroutine calls. When glDrawArrays is called, it uses count sequential elements from each enabled array to construct a sequence of geometric primitives, beginning with element first .
What is a VAO?
A Vertex Array Object (VAO) is an object which contains one or more Vertex Buffer Objects and is designed to store the information for a complete rendered object. Vertex shaders can be used to modify properties of the vertex such as position, color, and texture coordinates.
What are OpenGL vertices?
A Vertex Array Object (VAO) is an OpenGL Object that stores all of the state needed to supply vertex data (with one minor exception noted below). As OpenGL Objects, VAOs have the usual creation, destruction, and binding functions: glGenVertexArrays, glDeleteVertexArrays, and glBindVertexArray.
What is gl_PointSize?
Description. The variable gl_PointSize is intended for a vertex shader to write the size of the point to be rasterized. It is measured in pixels. If gl_PointSize is not written to, its value is undefined in subsequent pipeline stages.
What is gl_VertexID?
gl_VertexID is a vertex language input variable that holds an integer index for the vertex.
What is a VAO OpenGL?
A Vertex Array Object (VAO) is an OpenGL Object that stores all of the state needed to supply vertex data (with one minor exception noted below). It stores the format of the vertex data as well as the Buffer Objects (see below) providing the vertex data arrays.
How do you make a triangle in OpenGL?
glBegin(GL_TRIANGLES); glColor3f(0.1, 0.2, 0.3); glVertex3f(0, 0, 0); glVertex3f(1, 0, 0); glVertex3f(0, 1, 0); glEnd(); This gives you unlit, untextured, flat-shaded triangles. You can also draw triangle strips, quadrilaterals, and general polygons by changing what value you pass to glBegin.