OpenGL - geometry shaders

  Рет қаралды 14,127

Brian Will

Brian Will

4 жыл бұрын

Code samples derived from work by Joey de Vries, @joeydevries, author of learnopengl.com/
All code samples, unless explicitly stated otherwise, are licensed under the terms of the CC BY-NC 4.0 license as published by Creative Commons, either version 4 of the License, or (at your option) any later version.

Пікірлер: 15
@joehsiao6224
@joehsiao6224 4 жыл бұрын
Very nice video with a clear explanation. I can pick up the idea very quickly.
@samuelcampbell6559
@samuelcampbell6559 2 жыл бұрын
Great video, thanks for taking the time to make it. :-)
@hubertblainewolfeschelgels5295
@hubertblainewolfeschelgels5295 2 жыл бұрын
Great explanations.
@insertoyouroemail
@insertoyouroemail 4 жыл бұрын
Good stuff Mr. Will.
@danielkrajnik3817
@danielkrajnik3817 2 жыл бұрын
that is so cool
@raghul1208
@raghul1208 Жыл бұрын
nice
@kampkrieger
@kampkrieger 2 жыл бұрын
why can I not use structs as output from the vertex shader and input to the geometry shader, if I declare them just like you out in the blue, it works, if I pack them into an out VOUT { vec3 TexCoords; vec3 Normal } vs_out; and try to get them by in VOUT { vec3 TexCoords; vec3 Normal } gs_in[]; and by accessing gs_in[0].TexCoord and gs_in[0].Normal, it does compile fine, but it just does not work. Any Ideas?
@graphics_travelers
@graphics_travelers Жыл бұрын
At 03:12 you said 4 triangles but wouldn't that make 3 triangles? Since in this case it's numOfTriangles=N-2.
@tungkirezaprasakti9511
@tungkirezaprasakti9511 4 жыл бұрын
not to mean harsh but what purpose of theses videos, i think learnopengl.org are sufficient.
@briantwill
@briantwill 4 жыл бұрын
Particularly for the more difficult concepts, it's useful to have the same information presented in multiple forms. Some people may prefer to read only, others want to read first then watch, and others want to watch first then read. I'm also generally doing a more complete walkthrough of the code examples than on the site. There are also some cases in the code and explanations where I'm adding more detail and tweaking for clarity. In a few cases, the original code has mistakes, such as this one: the original code exploded the nano suit triangles in clip space, causing some triangles to clip; exploding them in view space fixes the problem.
@acajoom
@acajoom 4 жыл бұрын
@Tungki Reza Prasakti with your logic, none should go to schools or universities, we could all go buy the books and study directly.
@eliaswenner7847
@eliaswenner7847 3 жыл бұрын
Then why are you here if you don't need the video ?
@brad7816
@brad7816 3 жыл бұрын
This is actually really helpful i comeback here after i finish reading just to be *extra* sure.
@ThinkingNow
@ThinkingNow 3 жыл бұрын
I think the comment was just spam for that site which no longer exists.
An introduction to Shader Art Coding
22:40
kishimisu
Рет қаралды 876 М.
OpenGL - instancing
8:07
Brian Will
Рет қаралды 11 М.
Mac & Cheese Donut @patrickzeinali @ChefRush
00:53
albert_cancook
Рет қаралды 213 МЛН
Парковка Пошла Не По Плану 😨
00:12
Глеб Рандалайнен
Рет қаралды 12 МЛН
Introduction to shaders: Learn the basics!
34:50
Barney Codes
Рет қаралды 247 М.
Modern OpenGL Tutorial - Tessellation Shaders
7:59
Victor Gordan
Рет қаралды 16 М.
Interactive Graphics 18 - Tessellation Shaders
1:01:29
Cem Yuksel
Рет қаралды 12 М.
Interactive Graphics 17 - Geometry Shaders
51:09
Cem Yuksel
Рет қаралды 8 М.
How Shaders Work (in OpenGL) | How to Code Minecraft Ep. 3
30:48
GamesWithGabe
Рет қаралды 105 М.
Learn GODOT 4 Compute Shaders with RAYTRACING!!
12:40
NekotoArts
Рет қаралды 25 М.
OpenGL - shadow maps (for directional lights)
17:32
Brian Will
Рет қаралды 21 М.
Modern OpenGL Tutorial - Compute Shaders
11:27
Victor Gordan
Рет қаралды 51 М.
How This Pen Changed The World
9:17
Primal Space
Рет қаралды 516 М.