6:36 That's how Omega Zero looks like on 3D. I hate how Omega Zero doesn't have that in Megaman X DiVE.
@osys7832 Жыл бұрын
or we can use glm::scale(..) with the vertices we have to make it bigger.
@jorgevillarreal22452 жыл бұрын
Could it be possible to detect hard edges and use the bisector between the normals to solve the second method fault ?
@VictorGordan2 жыл бұрын
Hmmm, not sure tbh. I'd say hard edges are not that easy to detect afaik
@oskarkassander7063 Жыл бұрын
Hi, im a bit late but I hope someone will read this and help me out. I follow the tutorial and it works, but if i have other objects in my scene like a floor, the outline is rendered behind the floor
@arthyv81042 жыл бұрын
Your tutorial is very clear and easy to understand ,is it possible to do OpenGL in android using 3D assests models and also make it as a tutorial ??...
@VictorGordan2 жыл бұрын
Thank you! I am unsure about android. I was actually thinking of doing smth on android with OpenGL. If I figure it out, I'll probably make a tutorial on it ;)
@U_Geek2 ай бұрын
For anyone who is like me and none of the methods work becasue, maybe you want to show a user imported model. You can make a new fbo, and draw each mesh with it's own unique flat color shader, then load that fbo texture into your post processing on top of the actual render and then apply an edge detector to the outline fbo, if the absolute value of the edge detector's output is above a threshold, you can draw a flat color instead of the render, this results in a mesh independant outline, that doesn't need any special meshes and doesn't have the gaps that the normal offset one has.
@jeffg46862 жыл бұрын
I always see "outlining" as the example for stencil buffer usage. It's cool, but I was wondering if anyone can suggest other effects that can be done with stencil buffers. thanks for any suggestions.
@VictorGordan2 жыл бұрын
It's also used for portals or mirrors ;)
@jeffg46862 жыл бұрын
@@VictorGordan - Thanks - I watched a video not long after which was showing a cube with different environments inside each 'face' of the cube. very cool.
@rakhuu43677 ай бұрын
you can also create reflections with stencil buffer
@gemigames1543 жыл бұрын
Even though I have no plans to make this framework, I'm loving this video series. I have a question about the outlines though. Is it possible to apply a 2D grow edge shader pass to the stencil buffer to have a consistant line thickness regardless of model distance? Or I imagine you could take the distance of the vertex from the camera and use that as a scaler for the normal displacement of the stencil model to get consistant thickness.
@VictorGordan3 жыл бұрын
Yeah, you can also do it by taking the 2D approach, but then you can't really do it in one shader.
@gemigames1543 жыл бұрын
@@VictorGordan Ah I see. Thanks!
@coderflowerdev Жыл бұрын
For some reason that outline is being rendered below the model. Any ideas on how to fix it?
@Relics_tv3 ай бұрын
Same
@aryangoswami36433 жыл бұрын
Keep it up
@VictorGordan3 жыл бұрын
Thank you, I will! :)
@tudor742773 жыл бұрын
You're great!
@SAMUSTORM3 жыл бұрын
Could you do a tutorial on how to import imgui into our projects ??
@VictorGordan3 жыл бұрын
Yup, I'll likely do that at some point! Might even be the next video :)
@PhamAnhKhoa1183 жыл бұрын
Can you please make an instruction how to implement a mirror using stencil buffer or can you share me any sources that help do this in the easiest way because I find stencil buffer somehow difficult to understand.
@VictorGordan3 жыл бұрын
Sorry but I don't know of any good resources, and I don't think I'll get around to it anytime soon :( But maybe this will help? stackoverflow.com/questions/20511599/how-do-i-draw-a-mirror-mirroring-something-in-opengl
@PhamAnhKhoa1183 жыл бұрын
@@VictorGordan thank you bro!
@dmitrykolesnikovich2 жыл бұрын
So, what if I need more then single one stencil buffer at a time?
@VictorGordan2 жыл бұрын
I've never tried this before, but I believe you simply need multiple framebuffers and draw calls
@dmitrykolesnikovich2 жыл бұрын
@@VictorGordan so i can use framebuffer as a stencil buffer?
@VictorGordan2 жыл бұрын
You should be able to use a texture that is attached to a framebuffer as a stencil buffer. Look at my framebuffer tutorial, I make a depth buffer there for the framebuffer. You should be able to apply the same principle but with stencil buffers instead of depth buffers ;) Good luck!
@PaulEmsley3 жыл бұрын
Where did the crow come from (who is the artist?) What is the license? (I checked the repo, I didn't see a special note) Thanks.
@VictorGordan3 жыл бұрын
It's in the description under "Resources" ;)
@PaulEmsley3 жыл бұрын
@@VictorGordan Thank you (it's under "References"). To answer my questions, sketchfab, the artist is AntijnvanderGun and the license is CC Attribution.
@ArtyIF3 жыл бұрын
not to be that guy but first thanks to youtube recommendations lol
@VictorGordan3 жыл бұрын
lol, no problem haha Thx for watching!
@noname-ni3hp Жыл бұрын
i didnt quite understand is the mesh is huge or my camera view is small
@noname-ni3hp Жыл бұрын
sorry my camera view was small its should be Camera camera(width, height, glm::vec3(0.0f, 0.0f, 50.0f));
@manpotato2955 ай бұрын
texture works with sword but not crow.. why?
@abdousekhi49333 жыл бұрын
bro please i need help i make 3d game engine using opengl and c# i now i want to implement 3d mesh collision detection what should i do
@VictorGordan3 жыл бұрын
I have an upcoming series on Physics, so you can stick around for that :)