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Windows 3d maze screensaver map
Windows 3d maze screensaver map












windows 3d maze screensaver map

  • 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.
  • windows 3d maze screensaver map

    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. 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.

    WINDOWS 3D MAZE SCREENSAVER MAP FULL

    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.

    windows 3d maze screensaver map

    Congratulations on reaching the end of the Getting started chapters.














    Windows 3d maze screensaver map