How to Rotate a Vertex by a Quaternion in GLSL
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This installment returns to the topic of mixing OpenGL and CUDA C within the same application first introduced in Part 15 of this series. Part 15 demonstrated how to create 2D images with CUDA C on a pixel-by-pixel basis and display them with OpenGL through the use of PBOs (Pixel Buffer Objects). This article will complete that discussion by demonstrating how to use VBO (Vertex Buffer Objects) to create 3D images with CUDA C and render them using OpenGL as 3D collections of points, wire frame images, and surfaces