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  • opengl启动过程

    GLuint _program = glCreateProgram(); //create shader program

    GLuint vertShader, fragShader;//顶点着色器,片段着色器(像素着色器)

    vertShader= glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertShader, 1, sourceVert, NULL);//载入顶点着色器代码到顶点着色器中
    glCompileShader(vertShader);            //编译这个着色器

    fragShader= glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragShader, 1, sourceFrag, NULL);
    glCompileShader(fragShader);

    glAttachShader(_program, vertShader);
    glAttachShader(_program, fragShader);

    // Bind attribute locations.
    // This needs to be done prior to linking.
    glBindAttribLocation(_program, GLKVertexAttribPosition, "position");
    glBindAttribLocation(_program, GLKVertexAttribColor, "color");
    glBindAttribLocation(_program, GLKVertexAttribNormal, "a_normal");

    glLinkProgram(_program );

    // Get uniform locations.
    uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX] = glGetUniformLocation(_program, "modelViewProjectionMatrix");
    uniforms[UNIFORM_NORMAL_MATRIX] = glGetUniformLocation(_program, "normalMatrix");
    uniforms[UNIFORM_COLOR_MATRIX] = glGetUniformLocation(_program, "colorMatrix");

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  • 原文地址:https://www.cnblogs.com/quansir/p/5525795.html
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