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Deleted articles cannot be recovered. Draft of this article would be also deleted. Are you sure you want to delete this article? 自分が確認出来ているものをリストアップします AntTweakBar 古くからある GUI ライブラリ http://anttweakbar.sourceforge.net/doc/ 特徴 Windows/OSX/Linux 対応のクロスプラットフォーム仕様 インターフェースは C だが内部的には C++ で実装 Compatible/Core プロファイルに両対応 DirectX9-11 にも対応 ライセンスは zlib 長所 ドキュメント(オンライン)及びサンプルが比較的揃っている ひと通りの UI が揃っており、回転や方向を設定す
March 9, 2015 Drawing Lines is Hard Twitter: @mattdesl Drawing lines might not sound like rocket science, but it’s damn difficult to do well in OpenGL, particularly WebGL. Here I explore a few different techniques for 2D and 3D line rendering, and accompany each with a small canvas demo. Source for demos can be found here: https://github.com/mattdesl/webgl-lines Line Primitives # WebGL includes su
By Konstantin Käfer Maps are mostly made up of lines, as well as the occasional polygon thrown in. Unfortunately, drawing lines is a weak point of OpenGL. The GL_LINES drawing mode is limited: it does not support line joins, line caps, non-integer line widths, widths greater than 10px, or varying widths in a single pass. Given these limitations, it’s unsuitable for the line work necessary for high
This site is dedicated to tutorials for OpenGL 3.3 and later ! Full source code is available here. Feel free to contact us for any question, remark, bug report, or other : contact@opengl-tutorial.org, but don’t forget to read the FAQ first ! If you enjoy our work, please don’t hesitate to spread the word ! News Jun 7, 2017 Website update Feb 18, 2014 License changes Oct 6, 2012 Building your own a
まずは挑戦してみよう シェーダを自分でコーディングするなんて…… きっとお難しいんでしょ…… と、お思いの奥様方。そんなことはないんです。コツをつかめば意外と楽しめます。当連載では、シェーダというものに対して抱かれてしまいがちな、漠然とした 難しそう感 を払拭すべく、簡単なシェーダの記述とその基本について解説したいと思います。 想定する読者 当連載では、シェーダってなんか難しそう……とか、シェーダプログラミング始めてみたいけど……とか、なんとなく興味を持ってるけどシェーダを記述したことがない方を読者に想定しています。 たとえば Unity などのツール、あるいはマインクラフトのようなゲーム、またはモデリングソフトなどでもシェーダを自分で記述することができるような世の中です。きっとシェーダに触れた経験は無駄にはならないでしょう。 すぐに業務で活かすとか、そういう壮大な話はさておいてまずは気軽
OpenGL ES Shading Language (GLSL) Data types and constants Scalar types Vector types Matrix types Custom types Texture types & functions Texture types Texture functions Built-in variables & constants Variables Constants Control flow and qualifiers Control flow Qualifiers Functions Common functions Power functions Trigonometric functions Geometric functions Matrix functions This documentation is ba
The Rendering Pipeline is the sequence of steps that OpenGL takes when rendering objects. This overview will provide a high-level description of the steps in the pipeline. Diagram of the Rendering Pipeline. The blue boxes are programmable shader stages. The OpenGL rendering pipeline is initiated when you perform a rendering operation. Rendering operations require the presence of a properly-defined
Institut für Visualisierung und Interaktive Systeme glslDevil is a tool for debugging the OpenGL shader pipeline, supporting GLSL vertex and fragment programs plus the recent geometry shader extension. By transparently instrumenting the host application it allows for debugging GLSL shaders in arbitrary OpenGL programs without the need to recompile or even having the source code of the host program
Vim3D A vi-interface to creating 3D scenes by Dan Lynch and Barry Martin Vim3D™ is a viewer/graphical interpreter for 3D scene descriptions using c++ and OpenGL. Vim3D originated from Dan Lynch, while coding a Bezier curves assignment for Ravi Ramamoorthi's CS 184 course at UC Berkeley, Spring of 2010. Dan had started the first prototype based off of the popular vi clone known as Vim, which is a b
Code in Place 2025 has ended. I participated as a Section Leader, tutoring a small group of beginner programmers through learning basic coding in Python. We covered fundamental programming - variables and loops and conditionals and data-structures, and used them to cajole small on-screen robots into moving around and performing tasks, and to draw some graphics with lines and filled shapes. The cou
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