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Yeah! Modern Graphics Programming Primer!!!
Quite a regular
Joined:
2006/11/22 17:57
From Italy, Rome
Posts: 582
Just bought Hans De Ruiter book "Modern Graphics Programming Primer"

Can't wait to read it all

https://keasigmadelta.com/store/produc ... phics-programming-primer/

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Re: Yeah! Modern Graphics Programming Primer!!!
Home away from home
Joined:
2007/5/19 13:23
From England
Posts: 3525
@AmigaBlitter
This sounds like a really interesting book. If I ever find the time to get into 3D graphics, this book would be at the very top of my list.

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Re: Yeah! Modern Graphics Programming Primer!!!
Just can't stay away
Joined:
2006/11/24 17:54
From Sanremo
Posts: 1721
Is this book available also on AmiStore? I think it should be...

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Re: Yeah! Modern Graphics Programming Primer!!!
Just can't stay away
Joined:
2007/1/26 21:48
From New Zealand
Posts: 1923
@nubechecorre
No, it isn't in the AmiStore. It's not an AmigaOS specific ebook.

@all
You can get the accompanying tutorial series for free here. I use Visual Studio in the tutorials, but the code itself is cross-platform.

AFAIK, the code isn't usable on AmigaOS just yet, but that should be fixed at some point. Our SDL2 port has beta OpenGL ES 2+ support. I think we're just missing some GLES3 headers.

Hans

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Re: Yeah! Modern Graphics Programming Primer!!!
Just can't stay away
Joined:
2006/11/30 11:30
From Finland
Posts: 1576
I just made a small amount of money from programming, some of which I used to buy this e-book and the Emotion video player from AmiStore .

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Re: Yeah! Modern Graphics Programming Primer!!!
Home away from home
Joined:
2007/9/11 11:31
From Russia
Posts: 4501
@All
Just bough those books from Hans (gles3+sdl and modern graphics primer)- they pretty nice for newbes for sure ! Detailed enough and logical :)


@Hans
Btw, in the chapter about texture cube i read that:
Quote:

Second, the inputs have been given explicit locations using layout(location = n). This very handy
feature was introduced in OpenGL ES 3, and allows us to specify which vertex attribute each input is
mapped to. Before, we’d have to get or set the vertex attribute to shader variable mappings manually
in the main code. This was rather tedious, so being able to set them in the shader code is awesome.


But as far as i see, our gles2 also "eats" those location = ? At least i have no errors in gslangvalidator and co when test texture.vert with those 2 lines:

layout(location = 0) in vec2 vertPos;
layout(location = 1) in vec2 vertTexCoord;

Is they indeed works in our gles2 , or just skipped silent ?


Edited by kas1e on 2018/1/30 15:11:20
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Re: Yeah! Modern Graphics Programming Primer!!!
Just can't stay away
Joined:
2007/1/26 21:48
From New Zealand
Posts: 1923
@kas1e

Quote:

But as far as i see, our gles2 also "eats" those location = ? At least i have no errors in gslangvalidator and co when test texture.vert with those 2 lines:

layout(location = 0) in vec2 vertPos;
layout(location = 1) in vec2 vertTexCoord;

Is they indeed works in our gles2 , or just skipped silent ?

Yes, they should work in our GLES2. It's definitely supported by Warp3D Nova.

Hans

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