![]() ![]() ![]() Interleaved arrays oftenly are more efficient though. ![]() You can place those attributes (Position, Normal, etc.) in one common, interleaved array, or you use multiple arrays for each attribute in its own array. Thus for a cube we have 6 * 4 = 24 vertices (capital position, lower normal) X, Y, Z, x, y, zĪnd so on, I hope you get the idea. Position, Normal and a few other attributes form what is known as a vertex. While each corner positions is shared by 3 faces each, the face direction, the so called Normal, is very different on that corner depending which face you're looking at. A cube consists of 6 faces with 4 corners each. So after that introduction, let's say you got a model, like a cube. What OpenGL does is, it accepts a bunch of data and it is upon you to make OpenGL access this data so that the operations it performs on that data will result in a nice image on the screen. Maybe this surprises you, but OpenGL has no such thing qualifying as "models". ![]()
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