Such an approach was good up to a point where the capabilities of these “bricks” got exhausted and developers wanted to create something new, unique, faster. More specifically, developers were limited only to use the “building blocks” that someone had implemented to create something new. Its advantage was that the little time was needed to draw a triangle on the screen, color it and rotate freely. Long, long ago, when OpenGL 1.0 was on top, in graphics cards was implemented so called fixed rendering pipeline. In addition, this knowledge will help us to understand how shaders work so we can easily “color” our triangle and transform it. I think that it’s quite an important aspect while learning 3D graphics programming, as it allows to understand the behavior of OpenGL and we will be more aware of what is happening behind the “scenes” when we want to draw a virtual scene on the screen. In this part of the course will only be the theory as to how the whole rendering process runs in OpenGL - it will be the introduction to shader programs as well.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |