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2012年11月20日

OpenGL Projection Matrix

摘要: http://www.songho.ca/opengl/gl_projectionmatrix.htmlRelated Topics: OpenGL TransformationOverviewPerspective ProjectionOrthographic ProjectionOverview... 阅读全文

posted @ 2012-11-20 17:02 Vulkan 阅读(504) 评论(0) 推荐(0) 编辑

2012年11月19日

II. Positioning---Chapter 5----Depth Clamping

摘要: 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 impor... 阅读全文

posted @ 2012-11-19 19:12 Vulkan 阅读(235) 评论(0) 推荐(0) 编辑

II. Positioning---Chapter 5----Boundaries and Clipping

摘要: Boundaries and ClippingIf you recall back to the Perspective projection tutorial, we choose to use some special hardware in the graphics chip to do th... 阅读全文

posted @ 2012-11-19 19:11 Vulkan 阅读(197) 评论(0) 推荐(0) 编辑

II. Positioning---Chapter 5----Overlap and Depth Buffering

摘要: 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 ... 阅读全文

posted @ 2012-11-19 19:10 Vulkan 阅读(208) 评论(0) 推荐(0) 编辑

II. Positioning---Chapter 5----Optimization: Base Vertex

摘要: Optimization: Base VertexUsing VAOs can dramatically simplify code. However, VAOs are not always the best case for performance, particularly if you us... 阅读全文

posted @ 2012-11-19 19:10 Vulkan 阅读(140) 评论(0) 推荐(0) 编辑

II. Positioning---Chapter 5----Multiple Objects in OpenGL

摘要: 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 ... 阅读全文

posted @ 2012-11-19 19:09 Vulkan 阅读(125) 评论(0) 推荐(0) 编辑

II. Positioning---Chapter 4----Aspect of the World

摘要: 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... 阅读全文

posted @ 2012-11-19 11:52 Vulkan 阅读(231) 评论(0) 推荐(0) 编辑

II. Positioning---Chapter 4----Perspective Projection

摘要: Perspective ProjectionRecall that our destination image, the screen, is just a two dimensional array of pixels. The 3D rendering pipeline we are using... 阅读全文

posted @ 2012-11-19 11:35 Vulkan 阅读(349) 评论(0) 推荐(0) 编辑

II. Positioning---Chapter 4----The Unreal World

摘要: 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 ... 阅读全文

posted @ 2012-11-19 11:34 Vulkan 阅读(203) 评论(0) 推荐(0) 编辑

2012年11月18日

II. Positioning---Chapter 3----Multiple Shaders

摘要: 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... 阅读全文

posted @ 2012-11-18 19:42 Vulkan 阅读(129) 评论(0) 推荐(0) 编辑

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