1. Dmytro Kislov
  2. gltut


Jason McKesson  committed a867e81 Merge

Merged in trevorfancher/gltut (pull request #1)

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  • Parent commits ceb6f4a, e0f9ebf
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File Documents/Basics/Tutorial 02.xml

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     glGenBuffers(1, &vertexBufferObject);
     glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject);
-    glBufferData(GL_ARRAY_BUFFER, sizeof(vertexData), vertexData, GL_STREAM_DRAW);
+    glBufferData(GL_ARRAY_BUFFER, sizeof(vertexData), vertexData, GL_STATIC_DRAW);
     glBindBuffer(GL_ARRAY_BUFFER, 0);
                 location to send the data to and the last parameter. The last parameter is the byte
                 offset into the buffer of where the data for this attribute starts. This offset, in
                 this case, is 4 (the size of a <type>float</type>) * 4 (the number of
-                    <type>float</type>s in a <type>vec4</type> * 3 (the number of
+                    <type>float</type>s in a <type>vec4</type>) * 3 (the number of
                 <type>vec4</type>'s in the position data).</para>
                 <para>If you're wondering why it is <literal>(void*)48</literal> and not just
                     <paramdef>vec <parameter>final</parameter></paramdef>
                     <paramdef>float <parameter>alpha</parameter></paramdef>
-                <funcprototype>
-                    <funcdef>vec <function>mix</function></funcdef>
-                    <paramdef>vec <parameter>initial</parameter></paramdef>
-                    <paramdef>vec <parameter>final</parameter></paramdef>
-                    <paramdef>vec <parameter>alpha</parameter></paramdef>
-                </funcprototype>
             <para>Performs a linear interpolation between <parameter>initial</parameter>,
                     <parameter>final</parameter>, based on <parameter>alpha</parameter>. An

File Documents/Positioning/Tutorial 03.xml

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             could do something time-based in the fragment shader. Fragment shaders cannot affect the
             position of the object, but they can control its color. And this is what
                 <filename>fragChangeColor.cpp</filename> does.</para>
-        <para>The fragment shader in this tutorial is also loaded from the file
+        <para>The fragment shader in this tutorial is loaded from the file
             <title>Time-based Fragment Shader</title>
                     <paramdef>vec <parameter>numerator</parameter></paramdef>
                     <paramdef>float <parameter>denominator</parameter></paramdef>
-                <funcprototype>
-                    <funcdef>vec <function>mod</function></funcdef>
-                    <paramdef>vec <parameter>numerator</parameter></paramdef>
-                    <paramdef>vec <parameter>denominator</parameter></paramdef>
-                </funcprototype>
             <para>The <function>mod</function> function takes the modulus of the
                     <parameter>numerator</parameter> by the <parameter>denominator</parameter>. The

File Documents/Positioning/Tutorial 04.xml

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             plane on which the world is projected. For 2D to 1D, there is a bounded line that is the
             result of the projection.</para>
         <para>An <glossterm>orthographic projection</glossterm> is a very simplistic projection.
-            When projecting onto an axis-aligned surface, as above, the projection simply involves
+            When projecting onto an axis-aligned surface, as below, the projection simply involves
             throwing away the coordinate perpendicular to the surface.</para>
             <title>2D to 1D Orthographic Projection</title>