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원문 사이트 learnopengl.com/Advanced-OpenGL/Anti-Aliasing LearnOpenGL - Anti Aliasing Anti Aliasing Advanced-OpenGL/Anti-Aliasing Somewhere in your adventurous rendering journey you probably came across some jagged saw-like patterns along the edges of your models. The reason these jagged edges appear is due to how the rasterizer transforms learnopengl.com 번역 사이트 gyutts.tistory.com/160?category=755809..

원문 사이트 learnopengl.com/Advanced-OpenGL/Instancing LearnOpenGL - Instancing Instancing Advanced-OpenGL/Instancing Say you have a scene where you're drawing a lot of models where most of these models contain the same set of vertex data, but with different world transformations. Think of a scene filled with grass leaves: each grass learnopengl.com 번역 사이트 gyutts.tistory.com/158?category=755809 Learn..

원문 사이트 learnopengl.com/Advanced-OpenGL/Geometry-Shader LearnOpenGL - Geometry Shader Geometry Shader Advanced-OpenGL/Geometry-Shader Between the vertex and the fragment shader there is an optional shader stage called the geometry shader. A geometry shader takes as input a set of vertices that form a single primitive e.g. a point or a trian learnopengl.com 번역 사이트 heinleinsgame.tistory.com/34?cate..

원문 사이트 learnopengl.com/Advanced-OpenGL/Advanced-GLSL LearnOpenGL - Advanced GLSL Advanced GLSL Advanced-OpenGL/Advanced-GLSL This chapter won't really show you super advanced cool new features that give an enormous boost to your scene's visual quality. This chapter goes more or less into some interesting aspects of GLSL and some nice t learnopengl.com 번역 사이트 heinleinsgame.tistory.com/33?category..
원문 사이트 learnopengl.com/Advanced-OpenGL/Advanced-Data LearnOpenGL - Advanced Data Advanced Data Advanced-OpenGL/Advanced-Data Throughout most chapters we've been extensively using buffers in OpenGL to store data on the GPU. This chapter we'll briefly discuss a few alternative approaches to managing buffers. A buffer in OpenGL is, at its learnopengl.com 번역 사이트 heinleinsgame.tistory.com/30 [Learn O..

원문 사이트 learnopengl.com/Advanced-OpenGL/Framebuffers LearnOpenGL - Framebuffers Framebuffers Advanced-OpenGL/Framebuffers So far we've used several types of screen buffers: a color buffer for writing color values, a depth buffer to write and test depth information, and finally a stencil buffer that allows us to discard certain fragmen learnopengl.com 번역 사이트 heinleinsgame.tistory.com/28?category=7..

원문 사이트 learnopengl.com/Advanced-OpenGL/Face-culling LearnOpenGL - Face culling Face culling Advanced-OpenGL/Face-culling Try mentally visualizing a 3D cube and count the maximum number of faces you'll be able to see from any direction. If your imagination is not too creative you probably ended up with a maximum number of 3. You can v learnopengl.com 번역 사이트 heinleinsgame.tistory.com/27?category=7..

원문 사이트 learnopengl.com/Advanced-OpenGL/Blending LearnOpenGL - Blending Blending Advanced-OpenGL/Blending Blending in OpenGL is commonly known as the technique to implement transparency within objects. Transparency is all about objects (or parts of them) not having a solid color, but having a combination of colors from the obj learnopengl.com 번역 사이트 heinleinsgame.tistory.com/26 [Learn OpenGL 번역] ..

원문 사이트 learnopengl.com/Advanced-OpenGL/Stencil-testing LearnOpenGL - Stencil testing Stencil testing Advanced-OpenGL/Stencil-testing Once the fragment shader has processed the fragment a so called stencil test is executed that, just like the depth test, has the option to discard fragments. After that the remaining fragments are passed to t learnopengl.com 번역 사이트 heinleinsgame.tistory.com/25?cate..

원문 사이트 learnopengl.com/Advanced-OpenGL/Depth-testing LearnOpenGL - Depth testing Depth testing Advanced-OpenGL/Depth-testing In the coordinate systems chapter we've rendered a 3D container and made use of a depth buffer to prevent triangles rendering in the front while they're supposed to be behind other triangles. In this chapter we'r learnopengl.com 번역 사이트 heinleinsgame.tistory.com/24?category..