Media Summary: Create extensions of the base Material class that enable geometric shapes to be rendered as points, lines, or triangulated ... Based on student and viewer feedback, in order to increase cross-platform compatibility, a few changes are introduced in this ... Learn how to create vertex array objects to manage the associations between vertex buffer data and attribute ("in") variables in a ...

Developing Graphics Frameworks 11 Uniform - Detailed Analysis & Overview

Create extensions of the base Material class that enable geometric shapes to be rendered as points, lines, or triangulated ... Based on student and viewer feedback, in order to increase cross-platform compatibility, a few changes are introduced in this ... Learn how to create vertex array objects to manage the associations between vertex buffer data and attribute ("in") variables in a ... Create the Object3D class, which corresponds to a node in the scene graph, stores a model matrix, and references to its parent ... Create the base Material class, which defines the overall appearance of geometric objects and stores 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 the OpenGL functions used to send shader code to the GPU, compile shader programs, link shaders to create a ... 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 derive the parametric functions for a cylinder. See how using a small number of sample points along the ... Test the code in the Texture class, UV coordinates, and TextureMaterial shader by Create the base Geometry class, which defines the overall shape of geometric objects and stores vertex-related properties (such ...

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Developing Graphics Frameworks 11 - Uniform Data and Uniform Class
Developing Graphics Frameworks 12 - Creating Animated Programs
Developing Graphics Frameworks 28 - Material - Points, Lines, Surfaces
Developing Graphics Frameworks - Updates
Developing Graphics Frameworks 09 - Triangles, Squares, Hexagons
Developing Graphics Frameworks 24 - Object3D classes - Scene, Group, Camera, Mesh
Developing Graphics Frameworks 27 - Material - Base Class
Developing Graphics Frameworks 10 - Passing Data Between Shaders
Developing Graphics Frameworks 06 - Compiling GPU Programs
Developing Graphics Frameworks 23 - Framework Class Structure Overview
Developing Graphics Frameworks 33 - Cylinders, Prisms, Cones, Pyramids
Developing Graphics Frameworks 40 - Rendering Scenes with Textures
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Developing Graphics Frameworks 11 - Uniform Data and Uniform Class

Developing Graphics Frameworks 11 - Uniform Data and Uniform Class

Learn about why

Developing Graphics Frameworks 12 - Creating Animated Programs

Developing Graphics Frameworks 12 - Creating Animated Programs

Create shader programs containing

Developing Graphics Frameworks 28 - Material - Points, Lines, Surfaces

Developing Graphics Frameworks 28 - Material - Points, Lines, Surfaces

Create extensions of the base Material class that enable geometric shapes to be rendered as points, lines, or triangulated ...

Developing Graphics Frameworks - Updates

Developing Graphics Frameworks - Updates

Based on student and viewer feedback, in order to increase cross-platform compatibility, a few changes are introduced in this ...

Developing Graphics Frameworks 09 - Triangles, Squares, Hexagons

Developing Graphics Frameworks 09 - Triangles, Squares, Hexagons

Learn how to create vertex array objects to manage the associations between vertex buffer data and attribute ("in") variables in a ...

Developing Graphics Frameworks 24 - Object3D classes - Scene, Group, Camera, Mesh

Developing Graphics Frameworks 24 - Object3D classes - Scene, Group, Camera, Mesh

Create the Object3D class, which corresponds to a node in the scene graph, stores a model matrix, and references to its parent ...

Developing Graphics Frameworks 27 - Material - Base Class

Developing Graphics Frameworks 27 - Material - Base Class

Create the base Material class, which defines the overall appearance of geometric objects and stores

Developing Graphics Frameworks 10 - Passing Data Between Shaders

Developing Graphics Frameworks 10 - Passing Data Between Shaders

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 06 - Compiling GPU Programs

Developing Graphics Frameworks 06 - Compiling GPU Programs

Learn about the OpenGL functions used to send shader code to the GPU, compile shader programs, link shaders to create a ...

Developing Graphics Frameworks 23 - Framework Class Structure Overview

Developing Graphics Frameworks 23 - Framework Class Structure Overview

Learn about scene graphs: a tree data structure that organizes the 3D objects in a scene. Then learn about the main classes that ...

Developing Graphics Frameworks 33 - Cylinders, Prisms, Cones, Pyramids

Developing Graphics Frameworks 33 - Cylinders, Prisms, Cones, Pyramids

Learn how to derive the parametric functions for a cylinder. See how using a small number of sample points along the ...

Developing Graphics Frameworks 40 - Rendering Scenes with Textures

Developing Graphics Frameworks 40 - Rendering Scenes with Textures

Test the code in the Texture class, UV coordinates, and TextureMaterial shader by

Developing Graphics Frameworks 25 - Geometry - Base Class and Rectangles

Developing Graphics Frameworks 25 - Geometry - Base Class and Rectangles

Create the base Geometry class, which defines the overall shape of geometric objects and stores vertex-related properties (such ...