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.html Graphics and Rendering This is an overview of the process of rendering. Do not worry if you do not understand翻译 2012-11-16 15:18:58 · 866 阅读 · 0 评论 -
OpenGL Projection Matrix
http://www.songho.ca/opengl/gl_projectionmatrix.html Related Topics: OpenGL Transformation OverviewPerspective ProjectionOrthographic Projection Overview A computer monitor is a 2D surface翻译 2012-11-20 17:02:46 · 1316 阅读 · 0 评论 -
II. Positioning---Chapter 5----Overlap and Depth Buffering
Overlap and Depth Buffering Regardless 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 · 827 阅读 · 0 评论 -
II. Positioning---Chapter 5----Depth Clamping
Depth Clamping That'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 · 976 阅读 · 0 评论 -
II. Positioning---Chapter 5----Boundaries and Clipping
Boundaries and Clipping If 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 · 720 阅读 · 0 评论 -
II. Positioning---Chapter 5----Optimization: Base Vertex
Optimization: Base Vertex Using 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 · 693 阅读 · 0 评论 -
II. Positioning---Chapter 3----Multiple Shaders
Multiple Shaders Well, 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 · 666 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 OpenGL The first step in looki翻译 2012-11-19 19:09:18 · 758 阅读 · 0 评论 -
II. Positioning---Chapter 4----The Unreal World
Chapter 4. Objects at Rest Thus 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 · 936 阅读 · 0 评论 -
II. Positioning---Chapter 4----Aspect of the World
Aspect of the World If 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 · 749 阅读 · 0 评论 -
I. The Basics---Chapter 1----Dissecting Display
http://www.arcsynthesis.org/gltut/Basics/Tut01%20Dissecting%20Display.html Dissecting Display The display function seems on the surface to be fairly simple. However, the functioning of it翻译 2012-11-16 19:37:56 · 536 阅读 · 0 评论 -
I. The Basics---Chapter 2----Fragment Position Display
http://www.arcsynthesis.org/gltut/Basics/Tutorial%2002.html#FragPosition Chapter 2. Playing with Colors This tutorial will show how to provide some color to the triangle from the previous tuto翻译 2012-11-16 19:52:30 · 716 阅读 · 0 评论 -
II. Positioning---Chapter 3----Moving the Vertices
Chapter 3. OpenGL's Moving Triangle This tutorial is about how to move objects around. It will introduce new shader techniques. Moving the Vertices The simplest way one might th翻译 2012-11-18 19:39:19 · 714 阅读 · 0 评论 -
I. The Basics---Chapter 1----Making Shaders
http://www.arcsynthesis.org/gltut/Basics/Tut01%20Making%20Shaders.html Making Shaders We 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 · 610 阅读 · 0 评论 -
II. Positioning---Chapter 3----More Power to the Shaders
More Power to the Shaders It'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 · 596 阅读 · 0 评论 -
II. Positioning---Chapter 3----A Better Way
A Better Way This 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 · 759 阅读 · 0 评论 -
I. The Basics---Chapter 1----Following the Data
http://www.arcsynthesis.org/gltut/Basics/Tut01%20Following%20the%20Data.html Following the Data In the basic background section, we described the functioning of the OpenGL pipeline. We wil翻译 2012-11-16 19:42:19 · 839 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.html Vertex Attributes Using 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 · 944 阅读 · 0 评论 -
II. Positioning---Chapter 4----Perspective Projection
Perspective Projection Recall 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 · 1362 阅读 · 0 评论