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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..
원문 사이트 learnopengl.com/Model-Loading/Model LearnOpenGL - Model Model Model-Loading/Model Now it is time to get our hands dirty with Assimp and start creating the actual loading and translation code. The goal of this chapter is to create another class that represents a model in its entirety, that is, a model that conta learnopengl.com 번역 사이트 heinleinsgame.tistory.com/23?category=757483 [Learn Ope..
원문 사이트 learnopengl.com/Model-Loading/Mesh LearnOpenGL - Mesh Mesh Model-Loading/Mesh With Assimp we can load many different models into the application, but once loaded they're all stored in Assimp's data structures. What we eventually want is to transform that data to a format that OpenGL understands so that we can learnopengl.com 번역 사이트 heinleinsgame.tistory.com/22?category=757483 [Learn OpenG..
원문 사이트 learnopengl.com/Model-Loading/Assimp LearnOpenGL - Assimp Assimp Model-Loading/Assimp In all the scenes so far we've been extensively playing with our little container friend, but over time, even our best friends can get a little boring. In bigger graphics applications, there are usually lots of complicated and i learnopengl.com 번역 사이트 heinleinsgame.tistory.com/21?category=757483 [Learn O..
원문 사이트 learnopengl.com/Lighting/Multiple-lights LearnOpenGL - Multiple lights Multiple lights Lighting/Multiple-lights In the previous chapters we learned a lot about lighting in OpenGL. We learned about Phong shading, materials, lighting maps and different types of light casters. In this chapter we're going to combine all the previ learnopengl.com 번역 사이트 heinleinsgame.tistory.com/20?category=75..
원문 사이트 learnopengl.com/Advanced-OpenGL/Cubemaps LearnOpenGL - Cubemaps Cubemaps Advanced-OpenGL/Cubemaps We've been using 2D textures for a while now, but there are more texture types we haven't explored yet and in this chapter we'll discuss a texture type that is a combination of multiple textures mapped into one: a cube map learnopengl.com 번역 사이트 heinleinsgame.tistory.com/29 [Learn OpenGL 번역] ..