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OpenGL12

OpenGL Shading Language (셰이딩) GLSL_(3) OpenGL Shading Language Transformation of Surface Normals The modelview matrix transforms vertices from the local coordinate system to the camera coordinate system A later application of illumination models requires that the surface normal of each vertex is also transformed from the local coordinate system to the camera coordinate system So far, the fixed-function pipeline has taken care of the .. 2023. 6. 18.
OpenGL Shading Language (셰이딩) GLSL_(2) OpenGL Shading Language Passing of Vertex Attributes Per-Vertex attributes can be passed to a vertex shader using in variables Distinctions can be made regarding special in variables, which are automatically generated, and user-defined in variables, which must be passed by the application The vertex data is transferred to the graphics card via Vertex Buffer Objects (VBOs) To use the data of VBOs.. 2023. 6. 17.
OpenGL Shading Language (셰이딩) GLSL_(1) OpenGL Shading Language OpenGL Shading Language The OpenGL Shading Language (GLSL) allows writing custom programs for vertex and fragment processors The custom GLSL programs thereby replace parts of the OpenGL pipeline that were previously performed by the fixed-function pipeline The per-vertex-operations are partially replaced by a vertex shader and the per-pixel-operations by a fragment shader.. 2023. 6. 17.
버퍼 오브젝트 (Buffer Objects) (1) Buffer Objects Buffer Objects Until now, a large number of function calls were needed for drawing graphics primitives (such as polygons, lines, or points) //... glColor3f(1.0f, 1.0f, 0.0f); glBegin(GL_POLYGON); glTexCoord2f(0.25f, 0.50f);glVertex3f(-1.0f, 1.0f, 1.0f); glTexCoord2f(0.25f, 0.25f);glVertex3f(-1.0f, -1.0f, 1.0f); glTexCoord2f(0.50f, 0.25f);glVertex3f(-1.0f, -1.0f, 1.0f); glTexCoord2.. 2023. 5. 29.
프레임 버퍼(Frame Buffer Object) Frame Buffer Objects OpenGL allows to read off the pixel data from the framebuffer, for example, to use them as an input for a second rendering pass To this end, in addition to the original frame buffer (which is typically controlled by the window manager) a custom framebuffer object (FBO) is created and defined as a new render target (off-screen rendering) An FBO may include the following 2D ra.. 2023. 5. 28.
텍스처 (3)3D 텍스쳐 GLEW 설치 GLEW(The OpenGL Extension Wrangler Library)는 여러 종류의 컴퓨터 플랫폼(Cross Platform) 환경에서 작동 가능한 오픈소스 형태의 C/C++ 확장 라이브러리임 GLEW는 효율적인 실시간(run time) 메커니즘을 제공하는데, 이 메커니즘은 사용자의 플랫폼(Window, Mac 등…)에 적합한 OpenGL 기능들을 결정함 GLEW는 다양한 운영체제를 지원 (GLEW에서지원하는 OS: Windows, Linux, Mac OS X, FreeBSD, Irix, Solaris) 3D Textures 3D Textures 3D textures are raster graphics with three dimensions Such volumetric data i.. 2023. 5. 28.
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