Acknowledgements 85
uniform types (vec2, vec3, etc.), uniform buffers, and other areas of OpenGL
with selectors. Also consider applying this technique to higher-level engine com-
ponents, such as when the bounding volume of a model in a spatial data structure
changes.
Acknowledgements
Thanks to Kevin Ring and Sylvain Dupont from Analytical Graphics, Inc., and Chris-
tophe Riccio from Imagination Technologies for reviewing this chapter.
References
[Gamma et al. 1995] Erich Gamma, Richard Helm, Ralph Johnson, and John M. Vlissi-
des. Design Patterns. Reading, MA: Addison-Wesley, 1995.
[Kilgard 2009] Mark Kilgard.
EXT_direct_state_access OpenGL extension, 2009.
Available at http://www.opengl.org/registry/specs/EXT/direct_state_access.txt.
[Kilgard et al. 2010] Mark Kilgard, Greg Roth, and Pat Brown.
ARB_separate_shader_
objects
OpenGL extension, 2010. Available at http://www.opengl.org/registry/
specs/ARB/separate_shader_objects.txt.
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