文章分类 -  3D

OGLDEV - Multipass Shadow Mapping With Point Lights (Cubemap)
摘要:Keys: for (uint i = 0 ; i < NUM_OF_LAYERS ; i++) { m_shadowMapFBO.BindForWriting(gCameraDirections[i].CubemapFace); glClear(GL_DEPTH_BUFFER_BIT | GL_C 阅读全文

posted @ 2018-08-15 09:34 fanbird2008 阅读(224) 评论(0) 推荐(0)

LearnOpengl - Font Render
摘要:这个教材文本渲染是将每个字符制成了一张纹理。在性能上会产生问题。 下一个例子, 将1024个字符制成一张大纹理。对每个字符建立网格坐标和纹理坐标,在渲染的过程中进行放大或缩小, 十分高效。 https://learnopengl.com/In-Practice/Text-Rendering Text 阅读全文

posted @ 2018-08-11 10:57 fanbird2008 阅读(395) 评论(0) 推荐(0)

360 VR
摘要:https://www.scratchapixel.com/lessons/3d-basic-rendering/minimal-ray-tracer-rendering-simple-shapes/ray-sphere-intersection A Minimal Ray-Tracer: Rend 阅读全文

posted @ 2018-07-19 18:41 fanbird2008 阅读(193) 评论(0) 推荐(0)

计算机图形学书籍
摘要:http://www.cnblogs.com/ccsccs/articles/3982209.html /* *//*转载自:http://hi.baidu.com/_deus/item/c6c416987ec5668d581461ef */ /*很多书我都没有听说过,所以我没有办法甄别原文可能的错 阅读全文

posted @ 2018-04-23 14:39 fanbird2008 阅读(1472) 评论(0) 推荐(1)

Intersection between a ray and a sphere
摘要:// Intersection between a ray and a sphere// o : Ray origin// d : Ray direction// c : Center of sphere// r : Radius// t : Intersection depth// n : Nor 阅读全文

posted @ 2018-01-28 21:53 fanbird2008 阅读(78) 评论(0) 推荐(0)

freeimage
摘要:int w = testfbo2.getWidth(); int h = testfbo2.getHeight(); glReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, pixels); if(0) { DWORD d1, dsize; char 阅读全文

posted @ 2018-01-24 07:54 fanbird2008 阅读(333) 评论(0) 推荐(0)

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