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WebGL makes it possible to render GPU-accelerated 3D graphics on the web. Learn the basics of 3D theory and rendering pipelines for complex graphics and animations 🤍 #webdev #3d #100SecondsOfCode 🔗 Resources WebGL 🤍 Rendering Pipeline 🤍 Three.js 🤍 Spline 🤍 🤓 Install the quiz app iOS 🤍 Android 🤍 🔥 Watch more with Fireship PRO Upgrade to Fireship PRO at 🤍 Use code lORhwXd2 for 25% off your first payment. 🎨 My Editor Settings - Atom One Dark - vscode-icons - Fira Code Font
Learn how to use OpenGL to create 2D and 3D vector graphics in this course. Course by Victor Gordan. Check out his channel: 🤍 💻 Code: 🤍 See top comment for more resources. ⭐️ Contents ⭐️ Introduction 0:00:00 Introduction to Course Install 0:00:00 Downloads 0:02:11 Setting Up VS Project 0:02:50 Generating GLFW 0:03:29 Build Solution GLFW 0:04:03 Importing Libraries 0:04:53 Configuring VS 0:06:02 Finishing up & Testing Window 0:06:36 Initializing GLFW 0:07:03 Configuring GLFW 0:08:26 Creating Window 0:09:53 While Loop 0:11:01 OpenGL Viewport 0:11:36 Buffer Explanation 0:12:55 Adding Color 0:14:03 Comments for Window Triangle 0:14:25 Graphics Pipeline 0:16:56 Shaders Source Code 0:17:24 Vertices 0:18:54 Vertex and Fragment Shaders 0:20:45 Shader Program 0:21:36 Vertex Buffer Object 0:24:35 Vertex Array Object 0:26:57 Cleaning Up 0:27:34 Rendering Loop 0:28:38 Comments for Triangle Index Buffer 0:29:24 Normal Triangle 0:29:47 Duplicate Vertices 0:30:06 Solution 0:30:26 Index Buffer 0:30:51 Implementation 0:32:22 Comments for Index Buffer Organizing 0:32:33 Introduction to Organizing 0:32:43 Shader Text Files 0:33:21 Shader Class 0:35:27 VBO Class 0:36:18 EBO Class 0:36:35 VAO Class 0:37:36 Adding Classes to Main.cpp 0:37:59 Comments for Organizing Shaders 0:38:34 Introduction to Shaders 0:38:44 Shaders Properties 0:38:57 Vertex Shader 0:40:01 Fragment Shader 0:40:17 Adding Colors 0:41:23 Modifying the VAO class 0:41:54 Vertex Attribute Pointer Explanation 0:43:09 linkAttrib Code 0:43:19 Interpolation 0:43:50 Uniforms 0:46:08 Error Checking Shaders 0:46:29 Comments for Shaders Textures 0:46:39 Types of Textures 0:46:54 stb Library 0:47:58 Square 0:48:14 Texture Sizes 0:48:37 Importing in an Image 0:49:19 Creating the Texture 0:49:43 Texture Units 0:50:19 Interpolation Types 0:51:11 Texture Mapping 0:52:27 Assigning the Image to the Texture 0:53:10 Errors 0:53:21 Mipmaps 0:53:50 Texture Coordinates 0:54:15 Vertex and Fragment Shaders 0:54:51 Finishing up 0:55:39 Texture Class 0:55:56 Comments for Textures Going 3D 0:56:01 Introduction to Going 3D 0:56:11 Correction 0:56:23 Matrices 0:56:57 GLM 0:57:26 Coordinate Types 0:58:35 Transformation Matrices 0:59:13 Matrix Initialization 0:59:41 View & Projection Matrices 1:01:16 Importing Matrices 1:01:53 Matrices Final Multiplication 1:02:07 Pyramid 1:02:41 Rotation & Timer 1:03:11 Depth Buffer 1:03:36 Comments for Going 3D Camera 1:04:11 Header File 1:05:04 Basic Camera Class Functions 1:05:54 Main File Changes 1:06:21 Vertex Shader Changes 1:06:43 Key Inputs 1:07:38 Mouse Inputs 1:09:21 Fixing Camera Jumps 1:09:49 Comments for Camera Lighting 1:10:13 Modify Camera 1:10:30 Light Cube 1:10:50 Light Color 1:12:03 Diffuse Lighting & Normals 1:15:36 Ambient Lighting 1:16:18 Specular Lighting 1:17:54 Comments for Lighting Specular Maps 1:18:15 Modify Texture Class 1:18:34 Plane With Texture 1:19:06 Specular Maps Theory 1:19:30 Implementing Specular Maps 1:20:06 Ending for Specular Maps Types of Light 1:20:16 Types of Light 1:20:26 Point Light 1:20:41 Intensity Attenuation 1:20:51 Inverse Square Law 1:21:03 CG Intensity Equation 1:21:36 Implementation of Attenuation 1:22:09 Directional Light 1:22:52 Spotlight 1:23:08 Light Cones 1:23:18 Cones Comparison 1:23:31 Cos vs Angle 1:23:45 Finishing the Spotlight 1:24:19 Comments for Types of Light Mesh Class 1:24:33 Introduction for Mesh Class 1:24:46 Mesh Definition 1:25:01 Mesh Class Header 1:25:58 Modify the VBO Class 1:27:06 Modify the EBO Class 1:27:16 Mesh Constructor 1:27:41 Rearrange Shader Layouts 1:28:10 Mesh Draw Function I 1:28:51 Modify the Texture Class 1:29:22 Mesh Draw Function II 1:29:54 Modify the Uniforms 1:30:20 Main.cpp Changes 1:31:06 Comments for Mesh Class Model Loading 1:31:28 Introduction for Model Loading 1:31:47 Small Note on 3D Models 1:32:27 JSON Library 1:32:41 Model Header 1:33:03 Model.cpp File 1:33:13 JSON File Structure 1:33:30 Getting the Binary Data 1:34:07 glTF File Structure 1:36:28 getFloats() and getIndices() 1:39:09 Grouping Functions 1:39:19 assembleVertices() 1:39:50 Modifying the Texture Class 1:40:22 getTextures() 1:41:50 loadMesh() 1:42:23 Matrix Transformations Explanation 1:42:54 traverseNode() Declaration 1:43:28 Modifying the Mesh Class 1:43:41 Modifying the Vertex Shader 1:44:15 traverseNode() Writing 1:45:18 Modifying the Main.cpp File 1:45:28 Examples of Models 1:46:01 Comments for Model Loading
Learning OpenGL can be difficult, in this video, I'll give you all the resources that you need. Check out my discord server: 🤍 Check out my steam game: 🤍 #cpp #opengl #learnprogramming #gamedev Some good resources: The Cherno: 🤍 Jamie King: 🤍 🤍 🤍 The Cherno's Discord server: 🤍 Other good YouTubers: 🤍 🤍 Linear algebra: 🤍 Doom2016 graphics-study: 🤍 Would you like to learn the Windows api? 🤍 Check out another video from my channel: 🤍 Check out my CMake tutorial: 🤍 Music: less.people - Twilit 🤍
For GMTK2023 I made my own game engine using C and OpenGL and then made my own game. Itch: 🤍 GitHub: 🤍 Chapters: 00:00 Intro 00:43 Window 01:16 OpenGL Basics 02:40 First Triangle Done 03:23 Textures Done 04:21 Technologies used 04:59 Lighting and Shading 05:55 Game Ideas 06:30 Golf Ball 07:01 Terrain 07:40 OpenCV and Physics 09:02 Predicting the future 10:35 Shadows 12:40 Polishing and Testing 13:39 Submission Credits: Phong shading image by Brad Smith: 🤍 = Music = massobeats - taro swirl: 🤍 massobeats - floral: 🤍 Aesthetic Wave - smokey eye: 🤍 ♪ Storybook (Prod. by Lukrembo)Link : 🤍 ♪ Cold (Prod. by Lukrembo)Link : 🤍 "Last Stop" Music by Karl Casey 🤍 White Bat Audio"
In this tool-assisted education video I create a simple FPS style walking and jumping scene for OpenGL, with DJGPP, in DOS. In a 256 colors 320x200 VGA mode. This is my first OpenGL exercise. Apologies about some little mistakes in the program (such as reloading the textures on every frame). I noticed them when this video was already late in production, and it would take several days before the new version would be available if I were to fix them, and I'm itching to get this video out and into making the next video already, and none of the mistakes actually prevent the content being understood, so I'll leave them be. Most people don't even notice. Twitter: 🤍 Patreon: 🤍 (alternatives at 🤍 Twitch: 🤍 Homepage: 🤍 I wrote a FAQ after this video was picked up on Reddit the first time in 2012. Here it is: 🤍 Source code and prebuilt lightmaps: (Compiles and runs on Linux): 🤍 (includes also a superior ellipsoid-based collision testing, and a buggy WIP for portal rendering: I'm not good with the math.) The background music is The Last Duel/The Final Decisive Battle from Lufia I/II (SNES). However, it is not played through the SPC700 (SNES audio chip), but through OPL3, the FM synthesizer in PCs. You can see my process of converting a SNES song into an FM song in this video: 🤍 #Bisqwit #3DProgramming #Dithering
Это Туториал по созданию процедурной 3D графики при использовании техники трассировки сфер - Ray Marching. В реализации используется библиотека ModernGL для языка Python, а вся работа ведется с OpenGL путем написания фрагментного шейдера GLSL Ссылка на файл с SDF функциями: 🤍 Код проекта: 🤍 Inigo Quilez (Полезное по Ray Marching`у): 🤍 #standalonecoder
Graphics programming is so cool! I managed to make a water shader, load 3d models, create a beautiful transition shader in just 7 days using OpenGL and the Rust programming language. I used this OpenGL wrapper called glium: 🤍 I also utilized a game framework called macroquad: 🤍 Water & Transition shader is open source on by github page! (wip) 🤍 The pixel art I used in the video for water shader: 🤍 ♫ Music credits ♫ Noah James: 🤍 I use a lot of his music, check him out! Want to support me? Patreon: 🤍 Monero: 43Ktj1Bd4Nkaj4fdx6nPvBZkJewcPjxPB9nafnepM7SdGtcU6rhpxyLiV9w3k92rE1UqHTr4BNqe2ScsK1eEENvZDC3W1ur
Vulkan API supports multithreading, which is particularly important for mobile platforms. Multithreading enables the system to balance the workload across multiple CPUs, allowing for lower voltage and frequency. The results give considerable energy savings compared to OpenGL ES API. Stay connected with Arm: Website: 🤍 Twitter: 🤍 Facebook: 🤍 LinkedIn: 🤍 Instagram: 🤍
История OpenGL 🤍 Наша группа ВКонтакте, которая обновляется каждый день: 🤍 Свежие новости, скидки на игры, пополняемые альбомы и чат на стене! Вступай!
Лекции в бакалавриате МФТИ по C на русском языке. Дополнительный семинар, когда сессия уже (почти) сдана, а семестр ещё далеко самое время поговорить об отвлеченных вещах. Например о трёхмерной графике. Мы рассмотрим OpenGL API, управление окнами через GLFW, расширения через GLEW и glad и про GLSL и шейдеры, после этого подвергнем OpenGL товарищеской критике и поговорим про Vulkan API, тоже с должными подробностями. Лектор: Константин Владимиров Дата лекции: 15 января 2022 года Съёмка: Владислав Белов. Звук: Дмитрий Рябцев. Предыдущая лекция: 🤍 Следующая лекция: 🤍 Слайды ко всем лекциям: 🤍 Примеры кода ко всем лекциям: 🤍 Timeline: 00:00 Первый квадрат 09:56 Фиксированный конвейер 14:04 Понятие "расширения" 23:04 Нефиксированный конвейер и вершинные шейдеры 31:35 Фрагментные шейдеры 39:30 Трёхмерная графика 47:52 Culling и Depth 52:05 Логическая модель и проектирование 59:40 Проблемы OpenGL 1:04:38 Vulkan API: основы 1:12:30 Конвейер Вулкана и шейдеры 1:22:00 Цикл отображения и синхронизация 1:31:05 Управление памятью 1:38:38 Пример 1:41:21 Объектная модель Вулкана 1:46:44 VulkanHPP и CAPI 1:55:13 Обзор литературы и cliffhanger Errata: * Тут пока пусто
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Версия OpenGL 1.1 Это видео для тех, кто ни разу не использовал OpenGL или другие графические движки. Но прошел предыдущие 8 уроков. ► Уроки по языку Си - 🤍 В этом видео мы: + узнаем что такое ортогональная и перспективная проекции + научимся задавать нужные проекции + поймем как с ними работать в OpenGL + узнаем про буфер глубины, он же Z-буфер. ► Плей лист - 🤍 Уроки по теме: ► Создание окна - 🤍 ► Простая анимация - 🤍 ► Урок 6 - Процедуры, функции, передача параметров - 🤍 ► урок 21 - Указатели - 🤍 ► урок 22 - Передача параметров по указателю - 🤍 ► OpenGL - Урок 1 - Первая программа - 🤍 ► OpenGL - Урок 2 - Простые примитивы - 🤍 ► OpenGL - Урок 3 - Матрица преобразований - 🤍 ► OpenGL - Урок 5 - ДЗ уроков 1, 2 и 3 - 🤍 ► OpenGL - Урок 8 - Массивы вершин, Массивы индексов - 🤍 Безвозмездная помощь каналу: VTB - 5368 2900 3162 0349 Антон.
Patreon ► 🤍 Twitter ► 🤍 Instagram ► 🤍 Discord ► 🤍 Series Playlist ► 🤍 GLFW ► 🤍 Thank you to the following Patreon supporters: - Samuel Egger - Dominic Pace Gear I use: - BEST laptop for programming! ► 🤍 My FAVOURITE keyboard for programming! ► 🤍 FAVOURITE monitors for programming! ► 🤍 MAIN Camera ► 🤍 MAIN Lens ► 🤍 Second Camera ► 🤍 Microphone ► 🤍
Здравствуйте с вами Diogon сегодня вам расскажу как избавиться от проблемы OpenGL что бы у вас запускались игры . На все ваши вопросы отвечаю в комментариях .
About a year ago I started making a hobby project in java. I wanted to make a game but as I kept building it I added more features like 3D rendering and turned into into a somewhat decent albeit a little slow software renderer. Links mentioned in the video: Project github repo: 🤍 Check out my other videos: 🤍 🤍 Music in this video: 🤍 🤍 Hands model: 🤍 Chapters: 0:00 Intro 0:19 About this project 00:38 How does an engine work? 1:27 Trying to add 3D 2:02 Making a rasterizer 3:24 Scene management 4:10 Performance issues 4:56 Outro #gamedev #gamedevelopment #gameengine #graphics
Patreon ► 🤍 Twitter ► 🤍 Instagram ► 🤍 Discord ► 🤍 Series Playlist ► 🤍 OpenGL Documentation ► 🤍 Thank you to the following Patreon supporters: - Lukáš Jech - Daniel Weaver - Samuel Egger - Dominic Pace - Kevin Gregory Agwaze - Sébastien Bervoets - Tobias Humig Gear I use: - BEST laptop for programming! ► 🤍 My FAVOURITE keyboard for programming! ► 🤍 FAVOURITE monitors for programming! ► 🤍 MAIN Camera ► 🤍 MAIN Lens ► 🤍 Second Camera ► 🤍 Microphone ► 🤍
How to create first C/C application using OpenGL and Visual Studio 2022. To build and link the application statically, we need to add the follwing lib files to the project: glfw3.lib; opengl32.lib; user32.lib; gdi32.lib; shell32.lib
How I made a 3D Gravity Simulator in C using OpenGL (part 1) ► Leave a like to help the channel grow 👍 ► Every subscription counts! 🎈 ► Part 2: 🤍 Links ► 2D Gravity Simulator 👉 🤍 ► 3D Solar system by 🤍Sebastian Lague 👉 🤍 ► Source code: 🤍 Resources used ► 🤍 ► 🤍 ► 🤍 ► 🤍 Software used ► DaVinci Resolve 16 ► Blender 2.9 ► GIMP 2 ► Visual Studio 2019 🎵 Background music: "When Rain Comes" - Tide Electric 🎵 Outro music: "SPACEFOX" - Samuel Marchais Used by 🤍 #OpenGL #Simulation
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APIs do lots of important tasks behind the scenes in everything from graphics rendering to booking flights. But what exactly are they, and how do they work? Thanks to Braintree for supporting our channel. To learn more, and for your first $50,000 in transactions fee-free, go to 🤍 Follow: 🤍 Join the community: 🤍
Quieres saber cuál es el rendimiento de tu tarjeta gráfica con diferentes APIs que se comunican con tu GPU? Vamos a ello! Mis redes ➤ Tiktok: 🤍Linkfydev ➤ Instagram: 🤍Linkfydev ➤ Twitch: twitch.tv/linkfy ➤ contacto: me🤍linkfy.xyz #shorts Quieres estudiar python? Enlace a mi curso de Python: 👉 🤍 Mi librería musical: Track: Only the Braves Track: A Little Bit of Rhythm Track: First Class Music by 🤍 Title: Brett Van Donsel – Rattlesnake Railroad | Artist: Brett Van Donsel
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In this OpenGL Course, you will take your animation skills to the next level by learning about skeletal animations. This will help your character animations to feel more lifelike when they move thier limbs to do things like walking, running, and attacking. You will learn how to use the Open Asset Import Library (assimp) to import and export various 3d-model-formats. ✏️ Course created by Etay Meiri. Check out his YouTube channel: 🤍 ⭐️ Course Contents ⭐️ ⌨️ (0:00:00) Intro ⌨️ (0:01:29) Loading models using Assimp ⌨️ (0:27:36) Part 1: Rigging, Skinning, and Animating 3D Models ⌨️ (0:48:21) Part 2: Mapping Vertices of Model to Bones ⌨️ (1:03:15) Part 3: Transformation Matrices ⌨️ (1:19:23) Part 4: Integrating Assimp Matrices into Skinned Mesh Class ⌨️ (1:28:06) Part 5: Integrating Animation Data into Skinned Mesh Class ⭐️ Sources ⭐️ 💻 Clone the repo at 🤍 The specific sources are in the following directories: 💻 Loading models using Assimp: 🤍 💻 Skeletal Animation - Part 1: 🤍 💻 Skeletal Animation - Part 2: 🤍 💻 Skeletal Animation - Part 3: 🤍 💻 Skeletal Animation - Part 4: 🤍 💻 Skeletal Animation - Part 5: 🤍 ⭐️ Build Instructions ⭐️ Linux - each source directory contains a build.sh and/or build_assimp_sandbox.sh script. Simply run this script from within the directory and it will generate a tutorial* executable that matches the index of the tutorial directory. Run the executable from the same directory. Windows - the directory ogldev/Windows/ogldev_vs_2019 contains a Visual Studio 2019 solution file. The relevant projects are: Loading models using Assimp: Tutorial18 Skeletal Animation - Part 1: Tutorial24 Skeletal Animation - Part 2: Tutorial25, Tutorial25_assimp_sandbox Skeletal Animation - Part 3: Tutorial26 Skeletal Animation - Part 4: Tutorial27 Skeletal Animation - Part 5: Tutorial28 ⭐️ Credits ⭐️ ★ Music: 🤍 and from the youtube audio library by the artists Huma-Huma and RKVC ★ Image from cleanpng.com by Isbelia ★ Images from pixabay.com by VOLLEX, Gordon Johnson, OpenClipart-Vectors ★ Video from pixabay.com by Timo Herbert 🎉 Thanks to our Champion and Sponsor supporters: 👾 Raymond Odero 👾 Agustín Kussrow 👾 aldo ferretti 👾 Otis Morgan 👾 DeezMaster Learn to code for free and get a developer job: 🤍 Read hundreds of articles on programming: 🤍
👍 914 👎 18 🟦🟦🟦🟦🟦🟦🟦🟦🟦🟥 Last updated on 27/Jan/2023 at 13:41 UTC In this tutorial I'll show you how to use Compute Shaders in your OpenGL projects. - Source Code - 🤍 - OpenGL Documentation - 🤍 - Discord Server - 🤍 - Patreon - 🤍 - Timestamps- 00:00 Intro 00:10 What are they used for 00:45 How they work 01:22 Compute Shader Example 01:32 Creating Compute Shaders 01:42 Dispatching Compute Shaders 02:28 "Rendering" Compute Shaders 02:45 Compute Shaders Source Code 03:27 Inputs 05:03 Ray Tracer Code 05:35 Warps/Wavefronts 05:59 Improving Performance 06:53 Shared Variables 08:40 Atomic Operations 09:43 Group Voting 11:01 Outro - References - 🤍 🤍 🤍 (comment) 🤍 🤍 🤍 #opengl #opengltutorial #computergraphics #cpp #visualstudio #3dgraphics #computeshaders #modernopengl
Visit 🤍 to get started learning STEM for free! The first 200 people will get 20% off their annual premium subscription. Patreon ► 🤍 Instagram ► 🤍 Twitter ► 🤍 Discord ► 🤍 Code ► 🤍 Send an email to chernoreview🤍gmail.com with your source code, a brief explanation, and what you need help with/want me to review and you could be in the next episode of my Code Review series! Also let me know if you would like to remain anonymous. CHAPTERS 0:00 - Rendering lots of grass in OpenGL 2:55 - Diving into the code 10:12 - Instantiating objects in C vs C#/Java 11:35 - Shader class 12:12 - Variable naming conventions 13:25 - Initializing variables 15:03 - Some notes on strings 15:30 - Pass larger types by const reference 16:45 - Using correct types 17:48 - Strings in C and std::string_view 20:48 - .obj format 22:38 - Grass mesh 23:44 - Rendering meshes 24:24 - General notes and C code style 25:35 - Grass rendering and shaders 26:32 - Handling a time variable for shaders 27:14 - Storage buffers in OpenGL 28:25 - Reduce complexity in hot code paths 29:00 - How grass is actually rendered 29:50 - Grass vertex shader 32:11 - Use mat3 instead of mat4 33:13 - Reduce vertex shader complexity 34:22 - Don't reallocate GPU buffers 35:28 - Inspecting rendering using Nvidia Nsight 37:13 - Set buffer data instead of reallocating 39:36 - Grass fragment shader + improvements 41:46 - Adding variance to grass blade color This video is sponsored by Brilliant. #CodeReview
In this video, I'm going to show you how I made my own graphics engine (C and OpenGL) in order to create 3D applications. This graphics engine is used to render 3D graphics in my applications, and it's been a huge help in speeding up the development process. I hope you enjoy this video, and if you have any questions you can drop me a message in the comments or discord server: 🤍 #cpp #opening #rendering #gamedev #programming #computergraphics Check out my Steam game: 🤍 The video where I talk about Ambient Occlusion: 🤍 Library repo: 🤍 Check out my full game engine!: 🤍 If you want to start making games in C check out this video: 🤍 Doom 2016 render study (shadow optimizations): 🤍 Music: Idealism, SwuM - Break 🤍
OpenGL Tutorial on Creating a Tunnel Effect Fragment Shader in GLSL #opengl #shader #glsl #shorts #coderspace
Это видео о работе и создании эффектов при помощи OpenGL. За основу взят язык программирования Python и модуль ModernGL, а весь упор сделан на работу с фрагментным шейдером на языке GLSL ModernGL: 🤍 Фрагментный шейдер из видео: 🤍 #standalonecoder
Join the discord server! 🤍 So, I’m starting as a graphics programmer… and I soon figure out that I need a graphics API to effectively interface with the graphics driver… and so I come across OpenGL and Vulkan… but there are just so many conflicting sources on which one I should choose. For example, some claim that OpenGL is old and slow; and some claim that Vulkan is way too hard to learn, of which I disagree with all the claims. This is Graphics Rush and this is the part where I beg you to subscribe and join the discord server at tinyurl.com/graphicsrush. Let’s begin with OpenGL. The internet calls it old and slow… and I disagree with this because, even though newer technologies are released, it usually doesn’t make the older ones obsolete. Even though Vulkan and newer APIs DO perform better than OpenGL, OpenGL is certainly not slow… and remember, if your program has poorly written code, it doesn’t matter what graphics API you’re using, your program is going to perform poorly. Moving on to Vulkan, the internet calls it too complex for the beginner… but there’s actually a HUGE difference between complexity and verbosity. Complexity means made of multiple parts and hard to navigate around, while verbosity simply means expressing more. And I believe that all APIs have the same amount of complexity, even OpenGL. Vulkan is just a little bit more *verbose* and makes you write out more code.
This session will explore the two graphics APIs available to games running on Android: OpenGL ES and Vulkan. The pros and cons of each API will be discussed. A case study of the performance and power benefits of Vulkan will be presented. Recommendations will be given on when to consider supporting both APIs versus one or the other. Subscribe to Android Developers → 🤍 #GDC2023 #GoogleforGames
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⭐ Kite is a free AI-powered coding assistant that will help you code faster and smarter. The Kite plugin integrates with all the top editors and IDEs to give you smart completions and documentation while you’re typing. I've been using Kite for 6 months and I love it! 🤍 OpenGL Tutorial Series: 🤍 Discord: 🤍 This video has been made with Fair Use in mind and has been created as an educational piece of media. Like our content and want to support us more directly? Help Us, Help You! 🤍 Udemy Coupons Here are coupons for all of my udemy courses: -Blockchain & Cryptocurrency (Bitcoin, Ethereum) [95% OFF] - 🤍 -Solidity (Ethereum, Blockchain) Programming [95% OFF] - 🤍 -Three.js [50% OFF] - 🤍 -Flappy Bird SFML Clone [50% OFF] - 🤍 -HTML [50% OFF] - 🤍 -CSS [50% OFF] - 🤍 -Tic-Tac-Toe Cocos2d-x [50% OFF] - 🤍 -Tic-Tac-Toe SFML [50% OFF] - 🤍 -Cocos2d-x Game Development [90% OFF] - 🤍 -A-Frame WebVR (Virtual Reality) [75% OFF] - 🤍 -Modern OpenGL [80% OFF] - 🤍 -Bootstrap 4 [80% OFF] - 🤍 -C Programming [90% OFF] - 🤍 -Ionic AngularJS [75% OFF] - 🤍 -Swift Programming [87.5% OFF] - 🤍 -Flappy Bird Cocos2d-x Clone [75% OFF] - 🤍 -Cocos2d-x JS Game Development [87% OFF] - 🤍 -Python Programming [90% OFF] - 🤍 -React Programming [67% OFF] - 🤍 For all new courses feel free to ask for a coupon, enjoy. If you like this stuff, as always, show the love through comments, likes, favorites, subscriptions, etc. Thousands of free videos at 🤍sonarlearning.co.uk If you have any questions feel free to post them at 🤍 Our Website 🤍 Facebook - 🤍 Twitter - 🤍 Google+ - 🤍 Donate - 🤍 Our games made using Cocos2d-x iOS: 🤍 Google Play: 🤍 Check out our Cocos2d-x book to learn how to make games 🤍
In this video I describe the Camera/View space and provide a full overview of all the coordinate system transitions that are involved in 3D rendering. For the camera I use a well known model called the UVN camera and I describe the steps for creating the camera/view transformation matrix based on that model. Watch all the previous tutorials in the "OpenGL For Beginners" playlist at 🤍 Please visit 🤍 to see more of my tutorials on modern OpenGL. Link to source: 🤍 If you want to get the same version that was used in the video checkout the tag TUT_13_CAMERA_SPACE. OpenGL 4.6 specification: 🤍 Timecodes 0:00 Intro 0:30 Background 1:18 Local Coordinate System 1:42 World Coordinate System 3:15 Camera / View Coordinate System 4:43 Camera / View Transformation 5:40 Coordinate Systems Summary 6:48 The WVP matrix 7:38 Building the view transformation 8:45 The UVN camera model 11:45 Coordinate system change of basis 15:02 Chage of basis in matrix form 17:03 Code review 20:42 Conclusion Feel free to comment below. Email: ogldev1🤍gmail.com Facebook: 🤍 GIthub: 🤍 Twitter: 🤍ogldev One time donations (Paypal): 🤍 Patreon: 🤍 My gear (Amazon affiliate links): Camera - Canon EOS M50: 🤍 Camera mic - Rode Videomic: 🤍 Desktop mic - Rode NT-USB-Mini: 🤍 Credits: Music - "Summer" from 🤍 View Frustum image: 🤍 (MithrandirMage, CC BY-SA 3.0 🤍 via Wikimedia Commons) Enjoy, Etay Meiri #opengl #ogldev #opengtutorials
👍 813 👎 11 🟦🟦🟦🟦🟦🟦🟦🟦🟦🟥 Last updated on 27/Jan/2023 at 13:41 UTC In this tutorial I'll show you how to make a triangle in OpenGL using C! - Source Code and Exercises- 🤍 - OpenGL Documentation- 🤍 - Discord Server - 🤍 - Patreon - 🤍 - Timestamps- 00:00 Graphics Pipeline 02:31 Shaders Source Code 02:59 Vertices 04:29 Vertex and Fragment Shaders 06:20 Shader Program 07:11 Vertex Buffer Object 10:10 Vertex Array Object 12:32 Cleaning Up 13:09 Rendering Loop 14:13 Comments and Ending - References - 🤍 OpenGL Types : 🤍 #opengl #opengltutorial #computergraphics #cpp #visualstudio
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Patreon ► 🤍 Twitter ► 🤍 Instagram ► 🤍 Discord ► 🤍 Series Playlist ► 🤍 GLEW ► 🤍 In this video we're going to be loading all of the OpenGL functions that are accessible to us from our GPU drivers, using a library called GLEW. This will allow us to use the modern functionality of OpenGL in our application. Thank you to the following Patreon supporters: - Samuel Egger - Dominic Pace - Kevin Gregory Agwaze - Sébastien Bervoets - Tobias Humig Gear I use: - BEST laptop for programming! ► 🤍 My FAVOURITE keyboard for programming! ► 🤍 FAVOURITE monitors for programming! ► 🤍 MAIN Camera ► 🤍 MAIN Lens ► 🤍 Second Camera ► 🤍 Microphone ► 🤍
In this video we will go over the details of getting basic texture mapping working in OpenGL using C. Make sure to watch all the previous tutorials in the "OpenGL For Beginners" playlist at 🤍 Please visit 🤍 to see more of my tutorials on modern OpenGL. Link to source: 🤍 If you want to get the same version that was used in the video checkout the tag TUT_16_TEX_MAP. OpenGL 4.6 specification: 🤍 Get the STB image header: 🤍 Timecodes: 0:00 Intro 0:40 Challenges 1:02 Texture coordinates 2:00 Number of texture axes 2:32 Naming the texture axes 2:58 Minification and magnification 4:53 Filter types 6:08 Texture mapping arch in OpenGL 8:28 Texture mapping TODO list 10:34 Star of code review 10:37 Getting STB image 12:18 The Texture class 13:44 Loading the texture 17:22 Setting texture state 18:11 The bind function of the texture class 18:36 Shader changes 19:42 Handling texture coordinates 20:17 Misc changes to app code 20:55 Changes to the render loop 21:28 Build and run 21:34 Conclusion Feel free to comment below. Email: ogldev1🤍gmail.com Facebook: 🤍 GIthub: 🤍 Twitter: 🤍ogldev One time donations (Paypal): 🤍 Patreon: 🤍 My gear (Amazon affiliate links): Camera - Canon EOS M50: 🤍 Camera mic - Rode Videomic: 🤍 Desktop mic - Rode NT-USB-Mini: 🤍 Credits: Music: "Smile" from 🤍 Images: 🤍 🤍 🤍 🤍 🤍 🤍 🤍 🤍 🤍 Enjoy, Etay Meiri #opengl #ogldev #opengtutorials
A Tutorial on creating a 3D Graphics Engine using Python and Modern OpenGL from Scratch. The basic and fundamental principles of the Modern OpenGL pipeline will be considered and implemented using the ModernGL, Numpy and Pygame libraries. Github: 🤍 Code from video: 🤍 3D Cat model: 🤍 00:00 Intro 00:54 OpenGL Window 02:50 OpenGL Pipeline 03:54 Hello Triangle! 06:59 Hello Cube! 11:16 Texturing 14:50 Camera 18:10 Phong Lighting 22:54 Reorganization 26:33 Transformations 28:26 Gamma correction 30:04 Mipmaps, filtering 31:00 Load 3D model #coderspace #python #opengl
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Fix Opengl not supported error in windows 10 and windows 11 The driver does not appear to support opengl 🤍