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opengl

  • Matrix Construction and Operators(矩陣的結(jié)構(gòu)和操作)

    周一到周五,每天一篇,北京時(shí)間早上7點(diǎn)準(zhǔn)時(shí)更新~ OpenGL represents a 4 × 4 matrix not as a two-dimensional array of floating

    作者:萌谷王
    2020-04-06 04:55:24
  • Splines(樣條曲線)

    周一到周五,每天一篇,北京時(shí)間早上7點(diǎn)準(zhǔn)時(shí)更新~ A spline is effectively a long curve made up of several smaller curves (suc

    作者:萌谷王
    2020-03-17 06:25:10
  • Understanding Transformations(理解變換)

    周一到周五,每天一篇,北京時(shí)間早上7點(diǎn)準(zhǔn)時(shí)更新~ If you think about it, most 3D graphics aren’t really 3D(用腎想象一下都知道,實(shí)際上3D圖像并

    作者:萌谷王
    2020-03-13 18:55:29
  • Geometry Shaders(幾何造型Shader)

    周一到周五,每天一篇,北京時(shí)間早上7點(diǎn)準(zhǔn)時(shí)更新~,中英文對(duì)照,一邊學(xué)編程一邊彈吉他,做一個(gè)奇葩碼農(nóng)! 請(qǐng)不要懷疑翻譯是否有問題,我們的翻譯工程師是藍(lán)翔畢業(yè)的呢! The geometry shader

    作者:萌谷王
    2020-03-12 15:38:21
  • Primitives, Pipelines, and Pixels(圖元、渲染管線與像素)

    As discussed, the model followed by OpenGL is that of a production line, or pipeline. Data flow with

    作者:萌谷王
    2020-03-12 05:32:03
  • Using Multiple Vertex Shader Inputs

    周一到周五,每天一篇,北京時(shí)間早上7點(diǎn)準(zhǔn)時(shí)更新~ As you have learned, you can get OpenGL to feed data into your vertex shade

    作者:萌谷王
    2020-03-11 16:13:04
  • Uniform Blocks

    周一到周五,每天一篇,北京時(shí)間早上7點(diǎn)準(zhǔn)時(shí)更新~ 從今天開始不再在這里更新,這里寫文章限制真心太多了。 本日的翻譯就到這里,明天見,拜拜~~ 第一時(shí)間獲取最新橋段,請(qǐng)關(guān)注東漢書院以及圖形之心公眾號(hào) 東

    作者:萌谷王
    2020-03-07 09:39:28
  • Matrices(矩陣)

    周一到周五,每天一篇,北京時(shí)間早上7點(diǎn)準(zhǔn)時(shí)更新~ The matrix is not just a Hollywood movie trilogy, but an exceptionally powe

    作者:萌谷王
    2020-03-05 00:09:30
  • Chapter 4. Math for 3D Graphics(3D圖形中的數(shù)學(xué))

    周一到周五,每天一篇,北京時(shí)間早上7點(diǎn)準(zhǔn)時(shí)更新~ What You’ll Learn in This Chapter(本章你將會(huì)學(xué)到啥) What a vector is, and why you s

    作者:萌谷王
    2020-03-04 23:17:31