Basic OpenGL engine to learn abstraction techniques - using this repo to sync between laptop and desktop - SimpleOpenGLEngine/ProceduralTerrain/Renderer.cpp at master · epitaque/SimpleOpenGLEngine
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1 C OpenGL glfw3 triangle not displaying 1 Nothing appears on screen in OpenGL (GLFW/GLEW) 0 Nothing is showing up in OpenGL 1 GLFW program doesn't draw triangle 2 OpenGL glfw unable to draw a point using shader 0 OpenGL doesn't draw a point 3 Why is OpenGL GLFW Rendering s...
reason 1: glfwSwapBuffers() does not behave like you would expect. A newcomer would expectglfwSwapBuffers()to wait until the vsync, then send the newly-rendered frame to the screen and return, something like theswap()function I used in reason 0. What it actually does, effectively...
How to: port a simple OpenGL ES 2.0 renderer to Direct3D 11.1 Port the shader objects Port the vertex buffers and data Port the GLSL Draw to the screen OpenGL ES 2.0 to Direct3D 11.1 reference DirectX game development and sample walkthroughs ...
首 先通过QShaderProgram的函数uniformLocation()给GLSL中的变量用一个整数标记,对应在OpenGL中的函数是 GLint glGetUniformLocation(GLuint program, const char* name);再通过函数setUniformValue()来更新GLSL中变量的值,对应OpenGL中的函数为:glUniform{1234} (if,ui}。最后只用了一个片段着色器,代码如下所示: ...
The OpenGL (simple) Framework or GLFW is a static library which can be linked to your Win32 application to simplify the process needed to create and setup a window suitable to render a 3D or 2D scene using OpenGL. The library also provides you other useful features such as: Support for ...
In this walkthrough, we refer to a simple and generic OpenGL renderer structure, which is defined like this: syntaxCopy typedef struct { GLfloat pos[3]; GLfloat rgba[4]; } Vertex; typedef struct { // Integer handle to the shader program object. GLuint programObject; // The vertex...
When porting the simple renderer from OpenGL ES 2.0, the first step is to set up the equivalent vertex and fragment shader objects in Direct3D 11, and to make sure that the main program can communicate with the shader objects after they are compiled. Port the vertex buffers and data In th...
GLFunc OpenGL扩展函数 Log 日志输出 Resource 资源管理 Shell 命令调用 Thread 线程管理 Time 时间预想中待实现的部分:GUIManager 2D对象管理,代替UIManager管理GUI组件,重要的是实现坐标变换的管理,这样也许还能实现3DGUI (其实如果使用AViewObject,继承产生一个CanvasObject也许也可以) PluginManager 插件管理器,目前已经...