Random / noise functions for GLSL

For very simple pseudorandom-looking stuff, I use this oneliner that I found on the internet somewhere: You can also generate a noise texture using whatever PRNG you like, then upload this in the normal fashion and sample the values in your shader; I can dig up a code sample later if you’d like. Also, check … Read more

What does it mean to normalize a value?

It’s a mathematical term and this link explains its meaning in quite simple terms: Operations in 2D and 3D computer graphics are often performed using copies of vectors that have been normalized ie. converted to unit vectors… Normalizing a vector involves two steps: calculate its length, then, divide each of its (xy or xyz) components by its length…

What exactly is a VBO in OpenGL?

I think you are mixing up lots of different things and have several confusions, so I’m try to work through most of them in the order you brought them up: when we declare a series of vertices, let’s say 3 vertices that form a triangle primitive, we basically store those nowhere, they’re simply declared in … Read more