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The vertex shader runs for every vertex that we pass through the pipeline. But it can also do other things, like generate colour or texture coordinates. ![]() ![]() At minimum, this calculates the projected position of the vertex in screen space. So we start with a number of vertices (in a vertex buffer) and related data (like textures: images we apply on to the planes that make up the shapes to make them look like things, such as rocks or trees).
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