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OpenGL 4 Shading Language Cookbook - Third Edition

You're reading from  OpenGL 4 Shading Language Cookbook - Third Edition

Product type Book
Published in Sep 2018
Publisher Packt
ISBN-13 9781789342253
Pages 472 pages
Edition 3rd Edition
Languages
Author (1):
David Wolff David Wolff
Profile icon David Wolff
Toc

Table of Contents (17) Chapters close

Title Page
Packt Upsell
Contributors
Preface
1. Getting Started with GLSL 2. Working with GLSL Programs 3. The Basics of GLSL Shaders 4. Lighting and Shading 5. Using Textures 6. Image Processing and Screen Space Techniques 7. Using Geometry and Tessellation Shaders 8. Shadows 9. Using Noise in Shaders 10. Particle Systems and Animation 11. Using Compute Shaders 1. Other Books You May Enjoy Index

Point sprites with the geometry shader


Point sprites are simple quads (usually texture mapped) that are aligned such that they are always facing the camera. They are very useful for particle systems in 3D (refer to Chapter 9, Using Noise in Shaders) or 2D games. The point sprites are specified by the OpenGL application as single-point primitives, via the GL_POINTS rendering mode. This simplifies the process, because the quad itself and the texture coordinates for the quad are determined automatically. The OpenGL side of the application can effectively treat them as point primitives, avoiding the need to compute the positions of the quad vertices.

The following image shows a group of point sprites. Each sprite is rendered as a point primitive. The quad and texture coordinates are generated automatically (within the geometry shader) and aligned to face the camera:

OpenGL already has built-in support for point sprites in the GL_POINTS rendering mode. When rendering point primitives using this...

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