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Lua Game Development Cookbook

You're reading from   Lua Game Development Cookbook Over 70 recipes that will help you master the elements and best practices required to build a modern game engine using Lua

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Product type Paperback
Published in Jul 2015
Publisher
ISBN-13 9781849515504
Length 360 pages
Edition 1st Edition
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Author (1):
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Mário Kašuba Mário Kašuba
Author Profile Icon Mário Kašuba
Mário Kašuba
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Toc

Table of Contents (11) Chapters Close

Preface 1. Basics of the Game Engine 2. Events FREE CHAPTER 3. Graphics – Common Methods 4. Graphics – Legacy Method with OpenGL 1.x–2.1 5. Graphics – Modern Method with OpenGL 3.0+ 6. The User Interface 7. Physics and Game Mechanics 8. Artificial Intelligence 9. Sounds and Networking Index

Using uniform variables with shaders

Uniform variables present a way to pass variables from the application into GLSL shaders. However, you are limited to pass numerical values, vectors, and matrices only.

The dynamic rendering pipeline doesn't use immediate mode functions to set up vertices or matrices. This means functions such as gl.Vertex, gl.Rotate, gl.Translate, and gl.Scale are of no use anymore. For this situation, vertices are stored in vertex buffers. Other variables such as model view and projection matrix have to be supplied by uniform variables. These variables are also used often to set up or change the behavior of the shader program during runtime. For example, you can adjust the glowing effect amount in your shader program.

Getting ready

Each uniform variable has its own numerical location identifier. This identifier is used to access almost any uniform variable. The location identifier is limited to primitive values such as integer, float, and vectors. Matrices present...

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