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Introduction to OpenGL ES 2.0 Programming

This presentation describes the basic concepts of the OpenGLES 2.0 real-time rasterizer. We explain the different stages of the rendering pipeline, briefly introduce the mathematics involved, show the boilerplate code required to setup an OpenGL ES program, and finally look at the real fun stuff, which is the GLSL language used in vertex and fragment shaders.

Recording at Chaos Communication Camp 2019
PDF Version of the Slides
hello-camp.go Example Code