
Learning Modern 3D Graphic Pro
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I. The Basics---Introduction----Graphics and Rendering
http://www.arcsynthesis.org/gltut/Basics/Intro%20Graphics%20and%20Rendering.htmlGraphics and RenderingThis is an overview of the process of rendering. Do not worry if you do not understand翻译 2012-11-16 15:18:58 · 901 阅读 · 0 评论 -
OpenGL Projection Matrix
http://www.songho.ca/opengl/gl_projectionmatrix.htmlRelated Topics: OpenGL TransformationOverviewPerspective ProjectionOrthographic ProjectionOverviewA computer monitor is a 2D surface翻译 2012-11-20 17:02:46 · 1346 阅读 · 0 评论 -
II. Positioning---Chapter 5----Overlap and Depth Buffering
Overlap and Depth BufferingRegardless of how we render the objects, there is a strange visual problem with what we're rendering:If the smaller object is truly behind the larger one, wh翻译 2012-11-19 19:10:47 · 867 阅读 · 0 评论 -
II. Positioning---Chapter 5----Depth Clamping
Depth ClampingThat's all well and good, but this:This is never a good thing. Sure, it keeps the hardware from dividing by zero, which I guess is important, but it looks really bad.翻译 2012-11-19 19:12:08 · 1008 阅读 · 0 评论 -
II. Positioning---Chapter 5----Boundaries and Clipping
Boundaries and ClippingIf you recall back to the Perspective projection tutorial, we choose to use some special hardware in the graphics chip to do the final division of the W coordinate,翻译 2012-11-19 19:11:26 · 745 阅读 · 0 评论 -
II. Positioning---Chapter 5----Optimization: Base Vertex
Optimization: Base VertexUsing VAOs can dramatically simplify code. However, VAOs are not always the best case for performance, particularly if you use a lot of separate buffer objects.B翻译 2012-11-19 19:10:05 · 743 阅读 · 0 评论 -
II. Positioning---Chapter 3----Multiple Shaders
Multiple ShadersWell, moving the triangle around is nice and all, but it would also be good if we could do something time-based in the fragment shader. Fragment shaders cannot affect the pos翻译 2012-11-18 19:42:59 · 695 阅读 · 0 评论 -
II. Positioning---Chapter 5----Multiple Objects in OpenGL
In this tutorial, we will look at how to deal with rendering multiple objects, as well as what happens when multiple objects overlap.Multiple Objects in OpenGLThe first step in looki翻译 2012-11-19 19:09:18 · 785 阅读 · 0 评论 -
II. Positioning---Chapter 4----The Unreal World
Chapter 4. Objects at RestThus far, we have seen very flat things. Namely, a single triangle. Maybe the triangle moved around or had some colors.This tutorial is all about how to create a翻译 2012-11-19 11:34:02 · 965 阅读 · 0 评论 -
II. Positioning---Chapter 4----Aspect of the World
Aspect of the WorldIf you run the last program, and resize the window, the viewport resizes with it. Unfortunately, this also means that what was once a rectangular prism with a square front翻译 2012-11-19 11:52:32 · 767 阅读 · 0 评论 -
I. The Basics---Chapter 1----Dissecting Display
http://www.arcsynthesis.org/gltut/Basics/Tut01%20Dissecting%20Display.htmlDissecting DisplayThe display function seems on the surface to be fairly simple. However, the functioning of it翻译 2012-11-16 19:37:56 · 574 阅读 · 0 评论 -
I. The Basics---Chapter 2----Fragment Position Display
http://www.arcsynthesis.org/gltut/Basics/Tutorial%2002.html#FragPositionChapter 2. Playing with ColorsThis tutorial will show how to provide some color to the triangle from the previous tuto翻译 2012-11-16 19:52:30 · 744 阅读 · 0 评论 -
II. Positioning---Chapter 3----Moving the Vertices
Chapter 3. OpenGL's Moving TriangleThis tutorial is about how to move objects around. It will introduce new shader techniques.Moving the VerticesThe simplest way one might th翻译 2012-11-18 19:39:19 · 742 阅读 · 0 评论 -
I. The Basics---Chapter 1----Making Shaders
http://www.arcsynthesis.org/gltut/Basics/Tut01%20Making%20Shaders.htmlMaking ShadersWe glossed over exactly how these text strings called shaders actually get sent to OpenGL. We will go翻译 2012-11-16 19:42:53 · 634 阅读 · 0 评论 -
II. Positioning---Chapter 3----More Power to the Shaders
More Power to the ShadersIt's all well and good that we are no longer having to transform vertices manually. But perhaps we can move more things to the vertex shader. Could it be possible to m翻译 2012-11-18 19:42:07 · 626 阅读 · 0 评论 -
II. Positioning---Chapter 3----A Better Way
A Better WayThis is fine for a 3-vertex example. But imagine a scene involving millions of vertices (and no, that's not an exaggeration for high-end applications). Moving objects this way mean翻译 2012-11-18 19:40:25 · 779 阅读 · 0 评论 -
I. The Basics---Chapter 1----Following the Data
http://www.arcsynthesis.org/gltut/Basics/Tut01%20Following%20the%20Data.htmlFollowing the DataIn the basic background section, we described the functioning of the OpenGL pipeline. We wil翻译 2012-11-16 19:42:19 · 877 阅读 · 0 评论 -
I. The Basics---Chapter 2----Vertex Attributes
原文地址http://www.arcsynthesis.org/gltut/Basics/Tut02%20Vertex%20Attributes.htmlVertex AttributesUsing the fragment position in a fragment shader is quite useful, but it is far from the best翻译 2012-11-16 19:53:08 · 976 阅读 · 0 评论 -
II. Positioning---Chapter 4----Perspective Projection
Perspective ProjectionRecall that our destination image, the screen, is just a two dimensional array of pixels. The 3D rendering pipeline we are using defines transformations of vertex posit翻译 2012-11-19 11:35:27 · 1408 阅读 · 0 评论