OpenGL

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OpenGL ES 2.0 – Matrix Madness

In a previous post, I talked a bit about the context in which OpenGL ES 2.0 shaders “live.” Aside from having to write shaders, the other big change between OpenGL ES 1.x and 2.0 is that applications have to manage their own matrices. There are many tutorials out there – the problem is that some […]

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OpenGL ES 2.0 Shaders – Some Context

I love graphics programming. Don’t get me wrong – writing, say, a stored procedure for a database is perfectly respectable and responsible work, but there’s nothing like colored pixels on the screen to make me say “Woo-hoo!” I recently started re-educating myself on OpenGL ES 2.0 in anticipation for a project I’m planning. I’ve done […]

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