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Upgrading Our Way Through the Rest of OpenGL | Bumbershoot Software
https://bumbershootsoft.wordpress.com/2025/10/04/upgrading-our-way-through-the-rest-of-opengl/
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nonretrocoding
Last week we walked through the evolution of the fixed-function pipeline in OpenGL. This week, we’ll do the same with vertex and fragment shaders! This will, to be honest, end up being someth…
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