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Commander Keen
Oct 6, 2003

The doomed voyage of the Obsessivo-Compulsivo will haunt me forever

dimebag dinkman posted:

Could you explain what you mean by "sample the buffer" a bit more? Do you just mean rendering to a framebuffer object, as sex offendin Link suggested?

If you're rendering to an FBO, then there's no sampling to be done (assuming you're using a texture as the appropriate color attachment), otherwise, use glReadPixels

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Commander Keen
Oct 6, 2003

The doomed voyage of the Obsessivo-Compulsivo will haunt me forever

Dijkstracula posted:

Hm, thanks for these; the specification documents are a lot more readable than I thought they'd be.

Can I assume that these documents outline the "correct 3.x way" of doing things and don't talk about deprecated stuff? I had it in my head that the GL_{POINTS | LINESTRIP | TRIANGLEFAN | etc} modal stuff has gone away in 3x (which would require a completely new way of defining primatives, I guess), but they talk about it in the specification documents anyway.

http://www.devklog.net/2008/08/23/forward-compatible-opengl-3-entry-points/

http://www.cincomsmalltalk.com/userblogs/mls/blogView?showComments=true&printTitle=Forward_compatible_OpenGL_3.0_defines&entry=3398275422

There are no extensions listed, but it's a pretty good start, especially if you're new to OpenGL.

Commander Keen
Oct 6, 2003

The doomed voyage of the Obsessivo-Compulsivo will haunt me forever

haveblue posted:

I'm really having trouble wrapping my head around duplicating the OpenGL lighting model in a shader in ES

- Eyespace light vector = Inverse camera/eye matrix * light vector
- Normal matrix - http://www.lighthouse3d.com/opengl/glsl/index.php?normalmatrix

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