Uniform variables are used to communicate with the vertex or fragment shader from "outside". Using a uniform we can access the position of our objects inside the shader from our c++ code. We use this to manipulate the co-ordinates of the object to change the position it is rendered on screen. The uniform functions as a pool of resources that are always available, thus they can be changed after the mesh is built. Rather than changing the vertex data every frame (which is expensive) we can simply add an offset to its position using the uniform and change the place where they are rendered on screen. This is also useful if our mesh is very large. For more vertices, we have a large number of vertex data stored. Iterating through every vertex to modify it every frame is expensive.
My build now looks like in the image below. You can download the DirectX_64 version here. You can download the OpenGL_32 version here. Controls: Use Arrow keys on the keyboard to move the square around. Leave a Reply. |
Aqeel TapiaThis is a blog that documents my work for my graphics Game Engineering class at the University of Utah. Archives
December 2015
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