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OpenGL 4.0 Shading Language Cookbook

You're reading from   OpenGL 4.0 Shading Language Cookbook With over 60 recipes, this Cookbook will teach you both the elementary and finer points of the OpenGL Shading Language, and get you familiar with the specific features of GLSL 4.0. A totally practical, hands-on guide.

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Product type Paperback
Published in Jul 2011
Publisher Packt
ISBN-13 9781849514767
Length 340 pages
Edition 1st Edition
Tools
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Toc

Table of Contents (16) Chapters Close

OpenGL 4.0 Shading Language Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Getting Started with GLSL 4.0 FREE CHAPTER 2. The Basics of GLSL Shaders 3. Lighting, Shading Effects, and Optimizations 4. Using Textures 5. Image Processing and Screen Space Techniques 6. Using Geometry and Tessellation Shaders 7. Shadows 8. Using Noise in Shaders 9. Animation and Particles Index

Creating a particle system using instanced particles


To give more geometric detail to each particle in a particle system, we can make use of OpenGL's support for instanced rendering . Instanced rendering is a convenient and efficient way to draw several copies of a particular object. OpenGL provides support for instanced rendering through the functions glDrawArraysInstanced and glDrawElementsInstanced .

In this example, we'll modify the particle system introduced in the previous recipes. Rather than using point sprites, we'll render a more complex object in the place of each particle. The following image shows an example where each particle is rendered as a shaded torus:

Using instanced rendering is simply a matter of calling one of the instanced draw functions, and providing the number of instances to draw. However, there is some subtlety to the way that we provide vertex attributes to the shader. If all particles were drawn with exactly the same attributes, it would be simple to draw, but...

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