Furthermore, I can't seem to find element arrays in the SuperBible, and the index is misleading (note that I'm treating the SuperBible as more of a reference than as a book to read). My real issue is concerning element arrays, which Wolff doesn't go into much detail about. Hopefully, that's brought you up to speed on what I'm talking about. The new features of OpenGL 4.3 are summarized here: New functionality in the OpenGL 4.3 specification includes: compute shaders that harness GPU parallelism for advanced computation such as image, volume, and geometry processing within the context of the graphics pipeline shader storage buffer objects that enable vertex, tessellation. Gl::VertexAttribFormat(0, 3, gl::FLOAT, false, 0) Gl::BindVertexBuffer(0, vbo, 0, sizeof(GLfloat) * 3) The new way: gl::EnableVertexAttribArray(0) Gl::VertexAttribPointer(0, 3, gl::FLOAT, false, 0, nullptr) The old way: gl::EnableVertexAttribArray(0) I'm currently having a bit of trouble porting vertex arrays from the old OpenGL 3.3 way to the new OpenGL 4.3 way, as seen in Wolff's book on page 31. This isn't a problem, as I follow OpenGL 3.3, and modify whenever my other resources introduce a new way. OpenGL 4 Shading Language Cookbook (Second Edition)īoth of these books work with OpenGL 4.3, but teaches OpenGL 3.3.
I'm building my own game engine in C++14 with a core OpenGL 4.3 back-end.