OpenGL

Physically based shading and image based lighting(翻译)

请尊重原作者的工作,转载时请务必注明转载自:www.xionggf.com 原文地址 Light is complicated, and we really don’t have a full equation that accurately models light in the real world. This might sound confusing because of all the recent strides in CG and visual technology. Well, it’s all approximate – it’s just that we select functions which approximate really well.

An Introduction to shader derivative functions(翻译)

请尊重原作者的工作,转载时请务必注明转载自:www.xionggf.com 原文地址 Partial difference derivative functions (ddx and ddy in HLSL[a], dFdx and dFdy in GLSL[b]) (in the rest of this article I will use both terms according to the code examples I will provide) are fragment shader instructions wich can be used to compute the rate of variation of any value with respect to the screen-space coordinates. 偏导数

使用GLSL实现水面反射效果 1(翻译)

请尊重原作者的工作,转载时请务必注明转载自:www.xionggf.com 原文地址: http://khayyam.kaplinski.com/2011/09/reflective-water-with-glsl-part-i.html 出于物理准确性或为游戏提高可玩性,考虑上对水面及其反射效果的实现,会增加渲染引擎的功能。虽然只有通过光线跟踪才能完

现代的OpenGL调试方式(翻译)

请尊重原作者的工作,转载时请务必注明转载自:www.xionggf.com 原文地址: http://www.learnopengl.com/#!In-Practice/Debugging 1 Debugging Graphics programming can be a lot of fun, but it can also be a large source of frustration whenever something isn't rendering right or perhaps not even rendering at all! Seeing as most of what we do involves manipulating pixels it can be difficult to figure out the cause of error whenever something doesn't work