![]() Every texture will have a texture buffer attached to it which stores the image content. The Textures are used to hold the image data which can be sampled and applied to the 2D/3D geometrical objects using fragment shaders. Texture : These are the source/sink of image data while drawing 2D/3D models.The fragments can be filled using a color or using the data sampled from a texture. Fragment Shaders : These are the programmable units in the GPU hardware which runs the fragment shader program to fill the fragments generated for a geometrical object.Vertex Shaders : These are the programmable units in the GPU hardware which runs vertex shader programs to realize the geometrical object defined by the vertex co-ordinates passed.Vertex co-ordinates: These are the co-ordinates of the vertices of the geometry to be drawn in the scene.EGL and Open GL ES together provide a complete platform independent mechanism to generate and render 2D/3D contents on to the display screen.įigure 6: Block diagram of Embedded processor showing the OpenGL ES stack.ģ.3.2 Basic components used in an OpenGL ES applicationįor any drawing using OpenGL ES, the following are the vital components used in the application: ![]() In order to abstract the native display framework, Khronos Group provides EGL APIs. ![]()
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