Opengl attribute vs uniform. 3 Program separation linkage 1.
Opengl attribute vs uniform. 4: Here the extract from the glsl 1. You can create sets uniforms ("Uniform Buffer Object"s) to share them between program, quickly switch them etc. Uniforms are constant over the render of the geometry. 6 Summary of Functionality differences from version 1. On the OpenGL model side, uniforms is a part of the shader program state, while the vertex array bindings are a part of the vertex array object state. A class, shader_program, which holds a list of the uniform and attribute variables available in a shader program (what OpenGL calls a program) Another class, shader_variable, which holds the uniform location or attribute location (as appropriate) for a given shader program variable. Jul 29, 2014 · Using an instanced mat4 attribute (glVertexAttribDivisor) and sending the mat4s into the VBO each frame (glBufferData) Using an array of mat4 uniforms in a uniform block, updating the array every frame using a uniform buffer object and accessing the appropriate mat4 using gl_InstanceID as the array index Jun 23, 2025 · The WebGLRenderingContext. Switching between instancing and normal drawing would require to convert all these model attributes into uniforms, but I would prefer to keep a single shader for both cases. Programmatically setting up vertex attributes & uniforms I was reading through the OpenGL ES 2. The shader invocations collectively produce a set of per-patch attributes for the output patch. To be honest, I probably haven't even used attributes. uniform 变量通常是存储在GPU的”常量区”,这一区域的内存是有限的,因此uniform有个数限制,但比attribute要多很多,OpenGL 标准化组织规定OpenGL ES 2. " - Uniforms and attributes are different types of interfaces. 0, data is passed to and from shader programs in four ways: as uniforms for constant data, as attributes for vertex data, as buffer objects for other resource data (such as textures). Feb 24, 2016 · emphasis mine. One particular shader looks like this: uniform float someConstantValue; void main() { // Use someConstantValue } The unifo Sep 20, 2020 · The basic facts of your analogy are broadly accurate (assuming we're using vertex attrib binding). an_array`. They retain the values assigned to them by a call to this method until the next successful link operation occurs on the program object, when they are once Note that the vector version is not available for arrays as is the case of uniform variables. 2 reference card page 7: in: linkage into shader from previous stage out: linkage out of a shader to next stage attribute: same as in for vertex shader varying: same as out for Uniform blocks are a very convenient feature for two reasons: Allow uniform sharing between programs – set once, use many times Allow setting multiple values at once The GLSL syntax is pretty… Code samples derived from work by Joey de Vries, @joeydevries, author of https://learnopengl. 1 Vertex shader attribute index 1. 4 Interface components 2 Binding points 3 Image formats 4 Atomic counter storage 5 Interface block memory layout 6 Explicit uniform location 7 Subroutine qualifiers 8 Transform feedback qualifiers 9 Shader stage options 9. OpenGL 标准化组织规定OpenGL ES 2. Nov 8, 2015 · I've heard from several sources that it's a better approach to pass the model matrix to a shader via a uniform rather than an attribute. 0 GPU. Unfortunately this is is not in GL version 3. attribute:根据OpenGL2. May 19, 2015 · I have ready several topics about Constant Vertex Attributes and Uniforms. I have a rendering class which draws all the rectangles, using a loop, each time setting uniforms for rect Aug 14, 2023 · The tessellation control shader is invoked for each vertex of the output patch. So how would you do that when you only have one keyword? You can't copy-and-paste the interface variables from the VS and FS into the same GS. This means that the storage for the contents of the block comes from a buffer object, similarly to Uniform Buffer Objects and uniform blocks. I'll just establish a convention in my application for uniform variable names, update some global uniform buffer and render. But there are too many uniform 变量通常是存储在GPU的”常量区”,这一区域的内存是有限的,因此uniform有个数限制,但比attribute要多很多,OpenGL 标准化组织规定OpenGL ES 2. See Attribute section uniform – Global variables that may change per primitive (may not be set inside glBegin,/glEnd), that are passed from the OpenGL application to the shaders. Jul 29, 2019 · 统一变量的命名空间在顶点着色器和片段着色器中是共享的。也就是说,如果顶点和片段着色器一起链接到一个程序对象,它们就会共享同一组统一变量,前提是要求uniform变量在vertex和fragment两者之间声明方式完全一样。 程序中一般通过glUniform* ()给统一变量赋值。比如开头示例代码中,顶点着色器 This function tells OpenGL when to update the content of a vertex attribute to the next element. Gentle step-by-step guide through the abstract and complex universe of Fragment Shaders. 0规定至少支持128个顶点uniform和16个片段(Fragment)uniform。 获取支持的顶点uniform最大个数代码如下: 14 Rendering the scene usually involves more than one shader program which, in my case, all use the same attributes and share at least some of the uniforms. name is the name of the Jul 15, 2017 · This feature - locations for attributes and fragment outputs is available in GL version 3. General answer: On the hardware level, uniforms and vertex attributes end up in different types of memory. glGetAttribLocation() & glGetUniformLocation() can be used to map a string to a location, but what I would really like is the list of strings without having to parse the glsl code. 5w次,点赞14次,收藏40次。本文详细介绍OpenGL 3. Its first parameter is the vertex attribute in question and the second parameter the attribute divisor. Edit: I was thinking more about this idea, and i thought, wouldnt it be great if i just read the glsl source files, parse the uniform/attributes and set to my map automatically, without me need to write anything else than the glsl source!? Aug 28, 2017 · Since I'm sending data by getting that attribute/uniform location by name, what advantage does it provide me? What are some use cases / tricks done by using it? On a side note: I see gl_FragColor is depricated, is gl_position deprecated too? Is there a particular name for the frag. Can uniforms change for each vertex? I mean to calculate the vertex's The difference between attribute and uniform variable is that attribute variables contain data which is vertex specific so they are reloaded with a new value from the vertex buffer for each shader invocation while the value of uniform variables remains constant accross the entire draw call. 3 Program separation linkage 1. May 18, 2020 · A uniform is a global Shader variable declared with the "uniform" storage qualifier. Nov 30, 2015 · 最近研究了下 OpenGL ES2. Thus, some_thingies takes up 24 uniform locations. 0 Programming Guide: A constant vertex attribute is the same for all vertices of a primitive, and therefore only one value needs to be specified for all the vertices Mar 5, 2021 · } This way your instance data could be fed to a uniform buffer instead having it as a vertex attribute, which would require changing the vertex input layout when you wanted to instanced render. Must ensure the mapping from buffer indices to variable names is correct. The uniform is currently empty; we haven't added any data to the uniform yet so let's try that. 0的programing guide。看到shader里面声明的变量一般有三种类型,特地为此做个小的总结。 1. uniform[1234][fi][v]() methods of the WebGL API specify values of uniform variables. This qualifier can be used in both vertex and fragment shaders. A vertex attribute in a GLSL has a location which ultimately maps to a buffer binding index, to which a buffer object is bound. Uniforms are so named because they do not change from one shader invocation to the next within a particular rendering call thus their value is uniform among all invocations. Uploading arrays of uniforms with one of the glUniform*v functions will work. To send the vertex data to the shader we have to know the locations of the attributes in the vertex shader. For generic attributes, we have the glVertexAttrib call. As a very simple example we could add an offset to the vertex shader above attribute vec4 a_position; uniform vec4 u_offset; void main() { Jun 20, 2020 · 本文详细介绍了OpenGL中的三种变量类型:uniform、attribute和varying。 uniform变量由应用程序传递给着色器,不可修改,常用于存储变换矩阵、材质参数等。 attribute变量仅在顶点着色器中使用,用于存储顶点坐标、法线等数据。 Mar 8, 2019 · uniform은 globally (전역으로) 사용되는 정보를 위한 변수를 지정하는 지정자 표현하고자 하는 물체의 버텍스들은 각기 다른 특성을 갖고 있는데, (이러한 각기 다른 특성과는 다르게) OpenGL基础: Uniform变量 -- 即统一变量简单理解就是一个GLSL shader中的全局常量,可以随意在任意shader(vertex shader, geometry shader, or fragment shader)访问,不同的shader中uniform是一起链接的,初始化… Jul 1, 2016 · 文章浏览阅读1. 0中shader编程中的三种关键变量类型:uniform、attribute和varying。 uniform变量由应用程序传递给顶点和片段着色器,用于存储不可修改的全局信息,如矩阵和光照参数。 The uniform is currently empty; we haven't added any data to the uniform yet so let's try that. For the shaders this is a read-only variable. 0 specification, since I’m in the ideas stage of writing a webgl renderer, and I came across the introspection API. A uniform buffer in GLSL has a block index which ultimately is associated with a buffer binding index, to which a buffer object is bound. Did you look? The top two hits on Google for "GLSL uniform" explain how they work. Uniform? A Vertex Attribute can only be received by a Vertex Shader. In the provided framework: May 7, 2025 · When specifying a value that does not vary over each vertex to my vertex shader, I have the option of either specifying it as a uniform or as a constant vertex attribute (using glVertexAttrib1f and I'd like to get a list of all the uniforms & attribs used by a shader program object. May 18, 2020 · Uniforms are intended to be set by the user from OpenGL, rather than within the shader. My problem is that every shader is getting its input data as attributes with a divisor, which works very well for instancing. OpenGL allows us to define specific locations for each attribute. Pre-link specification Before linking a program that includes a vertex shader, the user may tell OpenGL to assign a particular attribute to a particular index. Oct 10, 2016 · What is the difference between Vertex Attribute vs. Shows OpenGL GLSL shader uniform variables vs. Have find out some differences but could not understand why I need them. Jul 9, 2013 · uniform are per-primitive parameters (constant during an entire draw call) ; attribute are per-vertex parameters (typically : positions, normals, colors, UVs, ) Nov 14, 2013 · I don't fully understand the differences between uniforms and attributes. Jan 6, 2016 · OpenGL 3. However, for the record: A global variable using the uniform qualifier means that the value of this variable is set from outside of the shader. uniform block是Interface block的一种,(layout意义容后再述)在unifom关键字后直接跟随一个block name和大括号,里面是一个或多个uniform变量。一个uniform block可以指涉一个UBO的数据——我们要把block里的uniform变量与OpenGL里的数据建立关联。 因为这些uniform变量不是存储在Shader的“uniform区域”里的,所以也就 Jul 5, 2022 · openGL系列文章目录 文章目录 openGL系列文章目录 uniform attribute varying 参考 uniform 要想渲染一个场景以使它看起来是3D 的,需要构建适当的变换矩阵,并将它们应用于模型的每个顶点。在顶点着色器中应用所需的矩阵运算是最有效的,并且习惯上会将这些矩阵从C++/OpenGL 应用程序发送给着色器中的统一 Jun 24, 2016 · 一:attribute 、uniform 和 varying 都是glsl的变量的内存指示器(storage qualifiers),指明变量的内存特性 二:attribute attribute 是opengl es 2. A Uniform is data that can be received by any shader: Vertex, Tessellation, Geometry and Fragmet. vertex attributes. 2 introduced Geometry Shaders, which are an optional stage between Vertex and Fragment shaders. Jan 21, 2011 · What sort of differences in effect, purpose, performance, etc, are there between a uniform and a constant vertex attribute? I read (OpenGL ES 2. A small example is now provided. or Mar 28, 2013 · attribute and varying are deprecated since glsl 1. Attribute: This is vertex attribute data, the input of the Vertex Shader. Unlike UBOs, storage blocks can be written to. For the shader this is a read-only variable. As May 30, 2017 · When setting up attribute locations for an OpenGL shader program, you are faced with two options: glBindAttribLocation() before linking to explicitly define an attribute location. It seems I can always use uniforms instead of CVAs This format is a collection of vertex attributes which will be sent to the vertex shader (like position, color, normal, texture coordinate, and tangent). , its value can’t be changed between a glBegin / glEnd pair. Sep 26, 2015 · 5 Whether on Android or iPhone, for an opengl surface you will have methods like: onSurfaceCreated and onSurfaceChanged, get into the habit of fetching uniforms and attributes here in these 2 methods. uniform变量 uniform变量是外部程序传递给(vertex和fragment)shader的变量。因此它是application通过函数glUniform**( Furthermore, vertices have attributes, besides position, namely normals and texture coordinates. These act as parameters that the user of a shader program can pass to that program. May 18, 2014 · If putting all the information which would otherwise be conveyed with uniforms into vertex attributes significantly increases the size of the vertex buffer, the price you pay (in perhaps costly memory reads) of reading redundant information (because it doesn't really vary per vertex) might negate the savings of using fewer draw calls. Apr 22, 2025 · GLSL variables There are three kinds of "variable" or data storage available in GLSL, each of which with its own purpose and use cases: attributes, varyings, and uniforms. 快速理解OpenGL专业名词 2. This . 0、glsl 1. For example, uniform location 2 represents the array `some_thingies [0]. Their values are stored in a program object. Uniforms are what you pass to a shader to set up global values that doen't change during one rendering call. I know in OpenGL uniform buffers are of a limited size and so would you would be restricted to fewer instances than using the vertex attribute method. Nov 29, 2015 · The Vertex Attribute method is the original, from GL2/D3D9 era hardware, so it's recommended if you want something that works everywhere. com/All code samples, unless explicitly stated otherwise, are li Oct 19, 2017 · Instead, OpenGL has hardcoded “vertex attributes” and “interpolated attributes” (varyings). 0里,至少支持16个。通常用来存储位置坐标、法向量、纹理坐标和颜色等。我们在上一阶段的OpenGL学习中每个 Shader 都有用到。 使用时,每个 shader 中定义的uniform block有一个索引,通过这个索引连接到OpenGL的 绑定点x;而主程序中创建UBO,把这个UBO也连接到 绑定点x,此后shader中的uniform block就和OpenGL中的UBO联系起来,我们在程序中操作UBO的数据,就能够在不同着色器之间共享了。例如上图中,着色器A和B定义的Matrices的索引都 Jul 17, 2019 · Each Thingy takes up 4 uniform locations; the first three going to an_array and the fourth going to foo. Jul 31, 2024 · The VS's user-defined input variables defines the list of expected Vertex Attributes for that shader, where each attribute is mapped to each user-defined input variable. Introduction While attributes change per vertex, uniforms are constant across a group of vertexes. Each invocation can read the attributes of any vertex in the input or output patches, but can only write per-vertex attributes for the corresponding output patch vertex. Detailed explanation of uniform, Attribute and Varying in GLSL, Programmer Sought, the best programmer technical posts sharing site. However, you can initialize them to a default value using standard GLSL initalizer syntax: This will cause the uniform to have this vector as its value, until the user changes it. Or it requires ARB_explicit_uniform_location extension. We first need to find the index/location of the uniform attribute in our shader. It's specified for each vertex in the primitive. For defined attributes, we have standard OpenGL functions like glVertex3f, glNormal3f, glColor, and glTexCoord2f. 2. In Direct3D 11, these roughly map to constant buffers, vertex buffers, and subresources. Uniforms can be used for things like transformation matrices, lights, and other per-object parameters. OpenGL buffers have an index, GLSL attribute variables have a name. So what to do with uniforms? There is a way to specify explicit locations for uniforms. As you can see, uniforms are a useful tool for setting attributes that may change every frame, or for interchanging data between your application and your shaders, but what if we want to set a color for each vertex? Jan 2, 2018 · Uniforms How to use glUniform If you look at all the glUniform*v functions, there is a parameter called count. 3 or ARB_shader_storage_buffer_object, interface blocks can be qualified with the buffer qualifier. In other words, if you set a uniform on a given program object, you CAN depend on the value being preserved across uses of the Nov 11, 2022 · In OpenGL 4. May 15, 2019 · 回顾: 1. 1 Block member locations 1. In fact, it is wrong for at least in one widely-deployed OpenGL ES 2. 0至少支持16个attribute,注意这里是至少,也可以多于8个,通过代码获取支持attribute的最大个数,Kotlin代码如下: Oct 20, 2022 · In OpenGL ES 2. See the GLSL 4. 2): The following is a summary of features deprecated in version 1. But the uniform inputs stay the same value (that you set) for each vertex and each fragment. Once we have the index/location of the uniform, we can update its values. 0的关键字,3. Look for the subsection on attribute variables if that is what you’re looking for. According to the OpenGL ES 2. 1 Tessellation control Attributes can use float, vec2, vec3, vec4, mat2, mat3, and mat4 as types. Figure 1, “Simple vertex shader” uses a uniform called model_view_projection to transform the attribute gl_Vertex. 4k次,点赞2次,收藏16次。本文深入探讨OpenGL中的uniform、attribute及varying变量的作用及其在渲染管线中的应用。详细讲解了如何利用uniform变量传递变换矩阵,attribute变量处理顶点数据,以及varying变量在顶点着色器与片段着色器之间的传递。 Attribute Mapping Attribute variables map to OpenGL buffers. 2 Fragment shader buffer output 1. Jan 30, 2022 · 文章浏览阅读5. 3: Use of the keywords attribute and varying (use in and out). 看图解析:OpenGL“图元” 看图理解:OpenGL 的三种变量类型(uniform、attributes、Textrue Data) OpenGL 被设计为客户端与服务端端CS模型。客户端为应用程序调用的OpenGL接口,运行在CPU上向服务端发送各种渲染请求。而服务端则会通过图形渲染管线执行真正的渲染工作 May 22, 2021 · 接下来我们要进入 OpenGL 三部曲的最后一部了,OpenGLShader的语法及案例。 1. On the face of it, this seems like a preferable option; I don't have to worry about the uniform's location in a specific program object, or whether a program is bound to the current OpenGL context. The vector version is just an option to submit the values of a single attribute variable. Varying: Transfers data between the VS and the FS, interpolating along the primitive in the process. Uniforms For a shader uniforms are values passed to the shader that stay the same for all vertices in a draw call. What's wrong with this code? Would it cause a crash? The way that mat4 types variable are initialized by vertex attributes is that each vertex attribute goes into a column-vector in the matrix. Apr 18, 2015 · OpenGL编程逐步深入(五)Uniform 变量 准备知识 在这个教程中我们会遇到一种新的Shader变量类型,即uniform变量。 attribute(属性)变量和uniform变量的不同之处在于attribute 变量中包含顶点的具体数据,当每次执行shader调用时会从顶点缓存中重新加载一个新的值。 Apr 28, 2021 · I'm working on a minimalist 2D user interface toolkit and need to draw lots of rectangles. It is available only in OpenGL version 4. And the enum is GL_ACTIVE_UNIFORMS & GL_ACTIVE 5)uniform 为global变量,区别于local变量和attribute修饰的全局变量,uniform不止是在当前shader必须是全局变量 如果一个vs和ps链接在一起使用,会使用同一个global uniform name space, Basically in the vertex shader you have different attribute inputs for each vertex and in the fragment shader you have different varying inputs for each fragment. 0规定至少支持128个顶点uniform和16个片段(Fragment)uniform。 获取支持的顶点uniform最大个数代码如下: Mar 26, 2019 · 但是GLSL中只有特定的修饰符修饰的变量才可以用于数据的输入输出。 这些特定修饰符主要有 attribute, varying, uniform。 首先是attribute修饰符。 按照官方文档介绍,attribute修饰的变量用于声明基于每个顶点从OpenGL ES传递到顶点着色器的变量。 这句话如何理解呢? 2 Uniform: Constant data per draw call, usually used to parametrize shaders. By default, the attribute divisor is 0 which tells OpenGL to update the content of the vertex attribute each iteration of the vertex shader. 0之后由“in”关键字取代。 attrib Is there any efficient way to use one Uniform Buffer Object for multiple sets of uniform block data? The issue is the following: When rendering a lot of objects each with their own set of uniform data, the glBindBufferBase for each UBO per rendered object takes about 20% of the time. 0 至少支持8个attribute,OpenGL ES 3. Uniform variables and UBO's are themselves a hint to the driver that every instantiation of the shader (i. Note: In OpenGL 2. every pixel/vertex) will read every single byte of th Nov 28, 2016 · One benefit is that you can separate out big blocks of "constant" uniforms (any per-model or per-instance data) into its own uniform buffer and then only need to bind that buffer rather than needing to bind many individual uniforms. uniform变量 uniform变量是外部application程序传递给(vertex和fragment) shader 的变量。因此它是application通过函数glUniform**()函数赋值的。在(vertex和fragment)shader程序内部,uniform变量就像是C May 31, 2014 · JavaScript is great for this because of the way the Objects are organized and dynamic typing, but OpenGL engines would use some dictionaries that hold attribute/uniform name as key, and the rest of important data as the value in the dictionary. Nov 10, 2017 · This assigns the attribute a_vec the index 2. It takes input from VS's and provides output to FS's. Because this piece of memory holds no information on what kind of data it holds, we need to tell OpenGL what parts of the memory correspond to which uniform variables in the shader. Mar 25, 2021 · 文章浏览阅读968次。本文详细介绍了OpenGL ES中Shader变量的使用,包括uniform变量、attribute变量及varying变量的作用、特性及其应用场景。并提供了如何获取uniform变量最大数量的示例代码。 question (1) uniform vs buffer performance (and should I care?), and (2) is it possible to smash element and array buffers into one VBO? As a general rule, what factors should determine whether or to store data in a uniform or a in buffer, and would be some pros/cons to each? For an example, am currently developing a 2D game engine (similar to RPG Maker series) , which uses various types of sprites you would expect in a 2D game, such as tilemaps, sprites, etc. This is done with the following function: void glBindAttribLocation (GLuint program , GLuint index , const GLchar * name ); index is the attribute index to assign. The most optimal method will vary depending on the use case. x版本中Shader数据传递的新方式,包括attribute变量、uniform变量、varying变量及Fragment Shader输出等内容。 The storage qualifiers in and out actually have a purpose that contains and supersedes that of varying and attribute. VBO is always recommended for modern programs. Jul 18, 2017 · 1. e. This is similar to what happens in OpenGL with glColor3f and glColor3fv. For example, in the case of our WVP matrix OpenGL implicitly calls the mat4 constructor like that: mat4 WVP (attribute 3, attribute 4, attribute 5, attribute 6). I thing it would be really awesome if you could show to your readers the actual way that OpenGL calculates the memory address using the attribute pointer values. 3 and were removed in glsl 1. The value is "uniform" over the execution of a single glDraw call. They define what variables are respectively in puts and out puts for the shader. Per-vertex attributes, generic vertex attributes and uniform variables in OpenGL shader programs. A uniform is zero unless explicitly initialized. There are different approaches that can be used for supplying uniform data to shaders in OpenGL ES. See Basically what w23 said. To have them working properly, I currently play safe, meaning I rebind the attributes and get the appropriate uniform locations every time I switch between shader programs. This set of attributes defines what values the vertex stream must provide to properly render with this shader. Or for previous versions ARB_explicit_attrib_location extension. 0和OpenGLES2. "OpenGL uniform" resolves to similarly useful pages. The uniform values are states that follows the program object. So how would it differ from setting it as a uniform? For example, say I wanted to draw Jan 10, 2017 · When seeing some OpenGL examples, some use the following types of variables when declaring them at the top of the shader: in out and some use: attribute varying uniform What is the difference? Uniform block layout The content of a uniform block is stored in a buffer object, which is effectively nothing more than a reserved piece of global GPU memory. 3. Jul 14, 2020 · 1 Interface layouts 1. Attributes are just that: "vertex" attributes like (per-vertex-)normal, (per-vertex-)color, etc. Sep 2, 2014 · I'm looking at the source of an OpenGL application that uses shaders. 0 glGetObjectParameteriv() is replaced by glGetProgramiv(). Aug 25, 2019 · OpenGL 4. I also know that the idea of a uniform is, that it has the same value for each frame. normals. 0标准,仅用在VertexShader中,至少支持8个attribute属性。OpenGL3. Apr 25, 2017 · OpenGLのストレージ修飾子(inとかoutとか)についてです。これもあんまりまとまった記事がなさそうだったので自分用メモ前の記事同様OpenGL学び初めたばかりで、しかもネットの情報のみという浅い知識しか持ち合わせていないので、間違いがあったら教えてもらえるとうれしいです。 Uniform variables act as constants, at least for the duration of a draw call. 4 specs (1. All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. shader output or is any vec4 output considered the final result? Apr 4, 2012 · No, it is not well-known that uniforms and attributes are registers in the GPU. This implies that it can’t be used for vertices attributes. If so, how can i change the uniforms value for each object i have in the scene? OpenGL offers all this plumbing with Vertex Array Objects to pull in per-vertex and per-instance data from buffers, but it also has Shader Storage Buffer Objects and Uniform Buffer Objects which can pull data from buffers as well, which can be easily combined with gl_vertexID and gl_instanceID to pull data in the same way. 1 Program Interfaces, page 108: "Each entry in the active resource list for an interface is assigned a unique unsigned integer index in the range zero to N − 1, where N is the number of entries in the active resource list. 0 Programming Guide, pp 102-103 and 108-110) that if you disable a vertex attribute, it uses the constant attribute, which you can set with glVertexAttrib4fv, etc. Oct 7, 2011 · 这篇博客介绍了OpenGL ES2. Instead of uploading uniform data such as glUniformMatrix4fv and glUniform1 from client memory, a Uniform Buffer Object (UBO) allows uniform data to be stored in an OpenGL ES buffer object. The application feeds these variables to the graphics pipeline and they are accessible in all stages of the pipeline, i… A uniform variable can have its value changed by primitive only, i. g. We can use varying for more things than color, e. 6 API Core Profile Specification - 7. Mar 16, 2012 · For rendering, of course, there are many methods in OpenGL : immediate mode, display list, standard vertex arrays, VBO. lvwhtqrobjogzaqatytjomjvqreuqgmmukvbvgtejbljiqosd