Opengl 3.3 -

// Create and compile fragment shader GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL); glCompileShader(fragmentShader);

// Poll events glfwPollEvents(); }

To get started with OpenGL 3.3, you'll need: opengl 3.3

out vec3 vColor;

Before 3.3, managing vertex data was a chore of binding and unbinding buffers. The VAO changed this by acting as a "wrapper" or "saved state" for all the vertex attribute configurations. A developer could set up a VAO once—defining that position data is in buffer A at offset 0, and normal data is in buffer B at offset 12—and then restore that entire configuration with a single glBindVertexArray() call. This reduced CPU overhead and driver validation, enabling the rendering of complex scenes with thousands of individual objects. // Create and compile fragment shader GLuint fragmentShader

Mastering OpenGL 3.3: The Gateway to Modern Graphics Programming This reduced CPU overhead and driver validation, enabling