// Clean up glDeleteProgram(program); glDeleteShader(fragmentShader); glDeleteShader(vertexShader); glfwTerminate();

// Define a simple vertex shader const char* vertexShaderSource = R"glsl( #version 330 core layout (location = 0) in vec3 aPos; void main() { gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0); } )glsl";

int main() { // Initialize GLFW and create a window if (!glfwInit()) { return -1; }

glfwSwapBuffers(window); glfwPollEvents(); }

// Import necessary libraries #include <GL/glew.h> #include <GLFW/glfw3.h>

glUseProgram(program); glDrawArrays(GL_TRIANGLES, 0, 3);

// Create and link the program GLuint program = glCreateProgram(); glAttachShader(program, vertexShader); glAttachShader(program, fragmentShader); glLinkProgram(program);

// Define a simple fragment shader const char* fragmentShaderSource = R"glsl( #version 330 core out vec4 FragColor; void main() { FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f); } )glsl";


Zobacz inne produkty w tej kategorii


Books Pdf File: Anton-s Opengl 4 Tutorials

// Clean up glDeleteProgram(program); glDeleteShader(fragmentShader); glDeleteShader(vertexShader); glfwTerminate();

// Define a simple vertex shader const char* vertexShaderSource = R"glsl( #version 330 core layout (location = 0) in vec3 aPos; void main() { gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0); } )glsl";

int main() { // Initialize GLFW and create a window if (!glfwInit()) { return -1; } Anton-s OpenGL 4 Tutorials books pdf file

glfwSwapBuffers(window); glfwPollEvents(); }

// Import necessary libraries #include <GL/glew.h> #include <GLFW/glfw3.h> // Clean up glDeleteProgram(program)

glUseProgram(program); glDrawArrays(GL_TRIANGLES, 0, 3);

// Create and link the program GLuint program = glCreateProgram(); glAttachShader(program, vertexShader); glAttachShader(program, fragmentShader); glLinkProgram(program); void main() { gl_Position = vec4(aPos.x

// Define a simple fragment shader const char* fragmentShaderSource = R"glsl( #version 330 core out vec4 FragColor; void main() { FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f); } )glsl";