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3d maze screensaver smiley face
3d maze screensaver smiley face










3d maze screensaver smiley face

Coordinates range from 0 to screen width/height. Screen Space: all coordinates as viewed from the screen.OpenGL does the rest (clipping/perspective division). This is the space the vertex coordinates should end up in, as output of the vertex shader. Clip Space: all coordinates as viewed from the camera's perspective but with projection applied.View Space: all coordinates as viewed from a camera's perspective.World Space: all coordinates relative to a global origin.All coordinates relative to an object's origin. Local Space: the space an object begins in.GLM: a mathematics library tailored for OpenGL.Matrix: a rectangular array of mathematical expressions with useful transformation properties.Vector: a mathematical entity that defines directions and/or positions in any dimension.Texture Units: allows for multiple textures on a single shader program by binding multiple textures, each to a different texture unit.Mipmaps: stored smaller versions of a texture where the appropriate sized version is chosen based on the distance to the viewer.This usually occurs when a texture is magnified. Texture Filtering: defines the mode that specifies how OpenGL should sample the texture when there are several texels (texture pixels) to choose from.Texture Wrapping: defines the mode that specifies how OpenGL should sample textures when texture coordinates are outside the range: ( 0, 1).Texture: a special type of image used in shaders and usually wrapped around objects, giving the illusion an object is extremely detailed.Uniform: a special type of GLSL variable that is global (each shader in a shader program can access this uniform variable) and only has to be set once.Element Buffer Object: a buffer object that stores indices on the GPU for indexed drawing.Vertex Array Object: stores buffer and vertex attribute state information.Vertex Buffer Object: a buffer object that allocates memory on the GPU and stores all the vertex data there for the graphics card to use.All vertex positions in NDC between -1.0 and 1.0 will not be discarded or clipped and end up visible. Normalized Device Coordinates: the coordinate system your vertices end up in after perspective division is performed on clip coordinates.Vertex: a collection of data that represent a single point.Several stages of the graphics pipeline can use user-made shaders to replace existing functionality. Shader: a small program that runs on the graphics card.Graphics Pipeline: the entire process vertices have to walk through before ending up as one or more pixels on the screen.Viewport: the 2D window region where we render to.GLAD: an extension loading library that loads and sets all OpenGL's function pointers for us so we can use all (modern) OpenGL's functions.OpenGL: a formal specification of a graphics API that defines the layout and output of each function.As soon as you feel you got the hang of all the materials we've discussed it's time to move on to the next Lighting chapters.

3d maze screensaver smiley face

Try to play around with what you learned, experiment a bit or come up with your own ideas and solutions to some of the problems. Phew, there is a lot that we learned these last few chapters.

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By now you should be able to create a window, create and compile shaders, send vertex data to your shaders via buffer objects or uniforms, draw objects, use textures, understand vectors and matrices and combine all that knowledge to create a full 3D scene with a camera to play around with. Congratulations on reaching the end of the Getting started chapters.












3d maze screensaver smiley face