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원문 사이트 learnopengl.com/Advanced-Lighting/Normal-Mapping LearnOpenGL - Normal Mapping Normal Mapping Advanced-Lighting/Normal-Mapping All of our scenes are filled with meshes, each consisting of hundreds or maybe thousands of triangles. We boosted the realism by wrapping 2D textures on these flat triangles, hiding the fact that the polygons learnopengl.com 번역 사이트 gyutts.tistory.com/174?category=7..
원문 사이트 learnopengl.com/Advanced-Lighting/Shadows/Point-Shadows LearnOpenGL - Point Shadows Point Shadows Advanced-Lighting/Shadows/Point-Shadows In the last chapter we learned to create dynamic shadows with shadow mapping. It works great, but it's mostly suited for directional (or spot) lights as the shadows are generated only in the direction o learnopengl.com 번역 사이트 gyutts.tistory.com/172?cate..
원문 사이트 learnopengl.com/Advanced-Lighting/Shadows/Shadow-Mapping LearnOpenGL - Shadow Mapping Shadow Mapping Advanced-Lighting/Shadows/Shadow-Mapping Shadows are a result of the absence of light due to occlusion. When a light source's light rays do not hit an object because it gets occluded by some other object, the object is in shadow. Shadows add learnopengl.com 번역 사이트 gyutts.tistory.com/169?ca..
원문 사이트 learnopengl.com/Advanced-Lighting/Gamma-Correction LearnOpenGL - Gamma Correction Gamma Correction Advanced-Lighting/Gamma-Correction As soon as we compute the final pixel colors of the scene we will have to display them on a monitor. In the old days of digital imaging most monitors were cathode-ray tube (CRT) monitors. These monitors h learnopengl.com 번역 사이트 gyutts.tistory.com/166?catego..
원문 사이트 learnopengl.com/Advanced-Lighting/Advanced-Lighting LearnOpenGL - Advanced Lighting Advanced Lighting Advanced-Lighting/Advanced-Lighting In the lighting chapters we briefly introduced the Phong lighting model to bring a basic amount of realism into our scenes. The Phong model looks nice, but has a few nuances we'll focus on in this chapt learnopengl.com 번역 사이트 gyutts.tistory.com/165?cate..
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..