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OpenGL Development Cookbook

You're reading from   OpenGL Development Cookbook OpenGL brings an added dimension to your graphics by utilizing the remarkable power of modern GPUs. This straight-talking cookbook is perfect for intermediate C++ programmers who want to exploit the full potential of OpenGL.

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Product type Paperback
Published in Jun 2013
Publisher Packt
ISBN-13 9781849695046
Length 326 pages
Edition 1st Edition
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Author (1):
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Muhammad Mobeen Movania Muhammad Mobeen Movania
Author Profile Icon Muhammad Mobeen Movania
Muhammad Mobeen Movania
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Toc

Table of Contents (10) Chapters Close

Preface 1. Introduction to Modern OpenGL FREE CHAPTER 2. 3D Viewing and Object Picking 3. Offscreen Rendering and Environment Mapping 4. Lights and Shadows 5. Mesh Model Formats and Particle Systems 6. GPU-based Alpha Blending and Global Illumination 7. GPU-based Volume Rendering Techniques 8. Skeletal and Physically-based Simulation on the GPU Index

Implementing a particle system using transform feedback

In this recipe, we will implement a simple particle system using the transform feedback mechanism. In this mode, the GPU bypasses the rasterizer and, later, the programmable graphics pipeline stages to feedback result to the vertex shader. The benefit from this mode is that using this feature, we can implement a physically-based simulation entirely on the GPU.

Getting ready

The code for this recipe is contained in the Chapter8/TransformFeedbackParticles directory.

How to do it…

Let us start this recipe by following these simple steps:

  1. Set up two vertex array pairs: one for update and another for rendering. Bind two vertex buffer objects to each of the pairs, as was done in the previous two recipes. Here, the buffer objects will store the per-particle properties. Also, enable the corresponding vertex attributes:
      glGenVertexArrays(2, vaoUpdateID);
      glGenVertexArrays(2, vaoRenderID);
      glGenBuffers( 2, vboID_Pos);
      glGenBuffers(...
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