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Viewing posts for the category OpenGL

GLSL: Getting active uniforms

When you load a vertex and fragment shader in OpenGL you need to pass in data such as the current viewport transform, camera transform and lighting data. You do this via Uniform variables.

Implementing glAlphaFunc in OpenGL ES2.0

In OpenGL ES 2.0 glAlphaFunc isn't available, you have to implement it in a fragment shader. There isn't a lot of reference out there for this (not that I could find anyway) so I thought I'd write this up.