Re: Can someone go over the mechanics of rendering shaders and texture objects
Posted by
elect on
Feb 12, 2016; 7:20am
URL: https://forum.jogamp.org/Can-someone-go-over-the-mechanics-of-rendering-shaders-and-texture-objects-tp4036186p4036187.html
I think the
HelloTriangle can give you a quick introduction about that
> However, what are the typical things or patterns of rendering maintenance that you deal with when rendering an image or a model?
in general, once you have loaded all the geometry you need, for each frame you load at the begin the mvp (projection * view (or camera) * model) or all of them and you do the multiplication inside the shader
This is the minimalistic manteinance, others more advanced included culling, materials, lights, etc..
> For instance, I mean, when rendering a model, can someone give me a top down hierarchy of types of things I have to keep in mind when rendering a model.
When you render, look at the
display() method, you clear depth and color buffer, bind the program, bind the vao (vertex array object), load the matrices as one, and then issue the draw call.
The last bindings are not necessary, they are there only for showing purpouses. CheckError() too.