Making Sense of Modern OpenGL

So recently I’ve been dabbling around with “Modern” OpenGL – you know, where you don’t directly interact with the so-called “fixed pipeline” which is the old style (and apparently has been for a while). Instead, you have complete access to a vast majority of the pipeline via “Shaders”, of which there are many types (Vertex, Fragment, Geometry).

The main thing that took me a while to wrap my head around were the concepts of Vertex Buffers Objects, Vertex Array Objects, Vertex Attributes, etc. They are certainly a mouthful, and I imagine that I’m not the only person who had to spend some time sorting through the official OpenGL specs to figure out exactly what these are.

Continue reading