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转载 Uniform Blocks

周一到周五,每天一篇,北京时间早上7点准时更新~从今天开始不再在这里更新,这里写文章限制真心太多了。本日的翻译就到这里,明天见,拜拜~~第一时间获取最新桥段,请关注东汉书院以及图形之心公众号东汉书院,等你来玩哦...

2019-08-22 07:17:08 167

转载 Uniforms(uniform变量)

周一到周五,每天一篇,北京时间早上7点准时更新~Although not really a form of storage, uniforms are an important way to get data into shaders and to hook them up to your application. You have already seen how to pass data t...

2019-08-21 07:11:49 1956

转载 Using Multiple Vertex Shader Inputs

周一到周五,每天一篇,北京时间早上7点准时更新~As you have learned, you can get OpenGL to feed data into your vertex shaders and use data you’ve placed in buffer objects. You can also declare multiple inputs to your vertex...

2019-08-20 09:27:17 179

转载 Feeding Vertex Shaders from Buffers从缓冲区给shader输入数据

周一到周五,每天一篇,北京时间早上7点准时更新~In Chapter 2, “Our First OpenGL Program,” you were briefly introduced to the vertex array object (VAO). During that discussion, we explained how the VAO represented the inputs...

2019-08-19 09:45:33 127

转载 Filling and Copying Data in Buffers

周一到周五,每天一篇,北京时间早上7点准时更新~After allocating storage space for your buffer object using glBufferStorage(), one possible next step is to fill the buffer with known data. Whether you use the initial data p...

2019-08-16 07:10:16 142

转载 Chapter 5. Data(第五章 数据)

周一到周五,每天一篇,北京时间早上7点准时更新~What You’ll Learn in This Chapter(你将会在本章学到啥)How to create buffers and textures that you can use to store data that your program can accessHow to get OpenGL to supply the valu...

2019-08-15 07:54:10 207

转载 Splines(样条曲线)

周一到周五,每天一篇,北京时间早上7点准时更新~A spline is effectively a long curve made up of several smaller curves (such as Béziers) that locally define their shape. At least the control points representing the ends of ...

2019-08-14 07:23:32 4700

转载 Curves(曲线)

周一到周五,每天一篇,北京时间早上7点准时更新~Curves(曲线)If moving everything along a straight line between two points is all we wanted to do, then this would be enough. However, in the real world, objects move in smooth ...

2019-08-13 11:31:45 1148

转载 Interpolation, Lines(插值、线性插值)

周一到周五,每天一篇,北京时间早上7点准时更新~Interpolation is a term used to describe the process of finding values that lie between a set of known points(插值的意思是从一群已知的点的集合中找出某一个值的过程). Consider the equation of the line pa...

2019-08-12 07:13:51 441

转载 Projection Transformations(投影变换)

周一到周五,每天一篇,北京时间早上7点准时更新~The projection transformation is applied to your vertices after the model–view transformation. This projection actually defines the viewing volume and establishes clipping pla...

2019-08-09 07:03:49 748

转载 The Model–View Transform(模型视口变换)

周一到周五,每天一篇,北京时间早上7点准时更新~The Model–View Transform(模型视口变换)In a simple OpenGL application, one of the most common transformations is to take a model from model space to view space so as to render it(在O...

2019-08-08 09:05:20 548

转载 Concatenating Transformations(变换的累加)

周一到周五,每天一篇,北京时间早上7点准时更新~As you have learned, coordinate transforms can be represented by matrices, and transformation of a vector from one space to another involves a simple matrix–vector multiplicat...

2019-08-07 06:27:08 185

转载 Coordinate Transformations(坐标系的变换)

周一到周五,每天一篇,北京时间早上7点准时更新~As noted, coordinates may be moved from space to space by multiplying their vector representations by transformation matrices(如同提到过的那样,坐标可以通过乘以变换矩阵从一个空间转换到另一个空间). Transformati...

2019-08-06 09:13:12 1148

转载 Understanding Transformations(理解变换)

周一到周五,每天一篇,北京时间早上7点准时更新~If you think about it, most 3D graphics aren’t really 3D(用肾想象一下都知道,实际上3D图像并不是真3D). We use 3D concepts and terminology to describe what something looks like; then this 3D data ...

2019-08-05 06:26:13 142

转载 Matrix Construction and Operators(矩阵的结构和操作)

周一到周五,每天一篇,北京时间早上7点准时更新~OpenGL represents a 4 × 4 matrix not as a two-dimensional array of floating values, but rather as a single array of 16 floating-point values(OpenGL中用16个浮点数来表示矩阵,而不是用二维浮点数数组). ...

2019-08-02 06:17:03 238

转载 Matrices(矩阵)

周一到周五,每天一篇,北京时间早上7点准时更新~The matrix is not just a Hollywood movie trilogy, but an exceptionally powerful mathematical tool that greatly simplifies the process of solving one or more equations with var...

2019-08-01 06:16:45 368

转载 Common Vector Operators(常见的向量操作)

周一到周五,每天一篇,北京时间早上7点准时更新~Vectors behave as you would expect for operations such as addition, subtraction, unary negation, and so on(向量们经常需要进行加减乘除这样的操作). These operators perform a per-component calcula...

2019-07-31 06:09:48 165

转载 A Crash Course in 3D Graphics Math(令人吐血的3D图形学里的数学)

周一到周五,每天一篇,北京时间早上7点准时更新~First, we do not pretend here that we will cover everything that is important for you to know(首先,我们不会在这里去涵盖所有对你来说很重要的东西). In fact, we will not even try to cover everything you...

2019-07-30 06:05:21 164

转载 Chapter 4. Math for 3D Graphics(3D图形中的数学)

周一到周五,每天一篇,北京时间早上7点准时更新~What You’ll Learn in This Chapter(本章你将会学到啥)What a vector is, and why you should care about them(什么是向量以及为什么你需要注意他们)What a matrix is, and why you should care more about them(什么...

2019-07-29 06:05:35 166

转载 Using Extensions in OpenGL(使用OpenGL扩展)

周一到周五,每天一篇,北京时间早上7点准时更新~All of the examples shown in this book so far have relied on the core functionality of OpenGL(到目前为止的案例都是基于OpenGL的核心标准的). However, one of OpenGL’s greatest strengths is that it...

2019-07-26 06:10:46 257

转载 Compute Shaders

周一到周五,每天一篇,北京时间早上7点准时更新~The first sections of this chapter describe the graphics pipeline in OpenGL(本章的第一个部分描述了OpenGL的图形管线). However, OpenGL also includes the compute shader stage(OpenGL同样包含Compute S...

2019-07-25 07:26:07 85

转载 Framebuffer Operations(帧缓冲区的操作)

周一到周五,每天一篇,北京时间早上7点准时更新~,中英文对照,一边学编程一边弹吉他,做一个奇葩码农!The framebuffer is the last stage of the OpenGL graphics pipeline(帧缓冲区是OpenGL图形管线的最后一个阶段). It can represent the visible content of the screen and a n...

2019-07-24 06:14:35 202

转载 Fragment Shaders(像素着色器)

周一到周五,每天一篇,北京时间早上7点准时更新~,中英文对照,一边学编程一边弹吉他,做一个奇葩码农!The fragment shader is the last programmable stage in OpenGL’s graphics pipeline(像素着色是可编程管线的最后一个阶段). This stage is responsible for determining the co...

2019-07-23 06:09:26 424

转载 Primitive Assembly, Clipping, and Rasterization

周一到周五,每天一篇,北京时间早上7点准时更新~,中英文对照,一边学编程一边弹吉他,做一个奇葩码农!After the front end of the pipeline has run (which includes vertex shading, tessellation, and geometry shading)(当前面提到的那些渲染管线阶段执行完毕后), a fixed-functio...

2019-07-22 06:05:23 210

转载 Geometry Shaders(几何造型Shader)

周一到周五,每天一篇,北京时间早上7点准时更新~,中英文对照,一边学编程一边弹吉他,做一个奇葩码农!请不要怀疑翻译是否有问题,我们的翻译工程师是蓝翔毕业的呢!The geometry shader is logically the last shader stage in the front end(逻辑上来说,geometry shader是整个渲染管线的最后一个shader阶段), sit...

2019-07-19 06:05:29 230

转载 Tessellation(细分曲面)

Tessellation is the process of breaking a high-order primitive (which is known as a patch in OpenGL) into many smaller(Tessellation就是把很多高阶的图元变成很多小图元的过程), simpler primitives such as triangles for rende...

2019-07-18 06:36:46 653

转载 Passing Data from Stage to Stage(在渲染管线各个阶段之间传递数据)

So far, you have seen how to pass data into a vertex shader by creating a vertex attribute using the in keyword(到现在为止,你已经看到了如何通过vertex attribute给vertex shader传递数据了), how to communicate with fixed-func...

2019-07-17 06:13:36 129

转载 Chapter 3. Following the Pipeline(模仿工厂的流水线)

周一到周五,每天一篇,北京时间早上7点准时更新~,中英文对照,一边学编程一边弹吉他,做一个奇葩码农!请不要怀疑翻译是否有问题,我们的翻译工程师是蓝翔毕业的呢!What You’ll Learn in This Chapter(你将会学到啥)What each of the stages in the OpenGL pipeline does(渲染管线的每个阶段都干了什么)How to con...

2019-07-16 06:54:51 130

转载 Drawing Our First Triangle(绘制第一个三角形)

周一到周五,每天一篇,北京时间早上7点准时更新~,中英文对照,一边学编程一边弹吉他,做一个奇葩码农!请不要怀疑翻译是否有问题,我们的翻译工程师是蓝翔毕业的呢!Drawing a single point is not really that impressive (even if it is really big!)(画个点还不是那么杀改(过瘾的意思,湘西土家族方言))—we already ...

2019-07-16 06:53:43 98

转载 Chapter 2. Our First OpenGL Program(咱第一个OpenGL程序)

周一到周五,每天一篇,北京时间早上7点准时更新~,中英文对照,一边学编程一边弹吉他,做一个奇葩码农!请不要怀疑翻译是否有问题,我们的翻译工程师是蓝翔毕业的呢!对于书本内容,我们不做任何优化,任何新手无法实现课程效果或者看起来有困难,请吐槽原书作者!What You’ll Learn in This Chapter(你将会学到啥)How to create and compile shader...

2019-07-15 06:22:02 95

转载 Primitives, Pipelines, and Pixels(图元、渲染管线与像素)

As discussed, the model followed by OpenGL is that of a production line, or pipeline. Data flow within this model is generally one way, with data formed from commands called by your programs entering ...

2019-07-12 04:20:10 147

转载 OpenGL的起源于发展

周一到周五,每天一篇,北京时间早上7点准时更新~,中英文对照,一边学编程一边弹吉他,做一个奇葩码农!请不要怀疑翻译是否有问题,我们的翻译工程师是蓝翔毕业的呢!The Origins and Evolution of OpenGL(OpenGL的起源与发展)OpenGL has its origins at Silicon Graphics Inc. (SGI) and its IRIS GL...

2019-07-11 03:40:33 228

转载 Chapter 1. Introduction(第一章:介绍)

周一到周五,每天一篇,北京时间早上7点准时更新~,中英文对照,一边学编程一边弹吉他,做一个奇葩码农!请不要怀疑翻译是否有问题,我们的翻译工程师是蓝翔毕业的呢!What You’ll Learn in This Chapter(你将会学到啥)What the graphics pipeline is and how OpenGL relates to it(什么是图形管线以及OpenGL与它...

2019-07-10 07:31:38 271

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