Media Summary: Based on student and viewer feedback, in order to increase cross-platform compatibility, a few changes are introduced in this ... Learn about scene graphs: a tree data structure that organizes the 3D objects in a scene. Then learn about the main classes that ... Learn how to use shader variables with the type qualifiers "in" and "out" to pass data from the vertex shader to the fragment shader ...
Developing Graphics Frameworks 03 Setting - Detailed Analysis & Overview
Based on student and viewer feedback, in order to increase cross-platform compatibility, a few changes are introduced in this ... Learn about scene graphs: a tree data structure that organizes the 3D objects in a scene. Then learn about the main classes that ... Learn how to use shader variables with the type qualifiers "in" and "out" to pass data from the vertex shader to the fragment shader ... Learn about why uniform variables are useful, the OpenGL functions needed to upload uniform data to the GPU, and create a ... Learn about how surfaces of three-dimensional objects can be represented by a parametric function: the x, y, z coordinates are ... Create shader programs containing uniform variables used to change the position and
Create the base Material class, which defines the overall appearance of geometric objects and stores uniform variable data (using ... Learn about sampling, texture objects, and texture units, and how they are all connected when using textures in shaders. Update ... Learn how to create an windowed application that contains shader code, compiles and links the shaders to create a GPU program ... Create extensions of the base Material class that enable geometric shapes to be rendered as points, lines, or triangulated ... Create the Object3D class, which corresponds to a node in the scene graph, stores a model matrix, and references to its parent ...