OpenGL - 3D rendering overview

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  • Опубликовано: 9 фев 2025

Комментарии • 18

  • @freaper2048
    @freaper2048 2 года назад +2

    I already know OpenGL, doing this tutorial because I just love your voice.

  • @JannisAdmek
    @JannisAdmek 5 лет назад +7

    I newly discovered your content and oh boy, you have some quality videos right there, THANK YOU

  • @andreyprotsenko9855
    @andreyprotsenko9855 5 лет назад +10

    Man, you're awesome! Thank you!

  • @cmdlp4178
    @cmdlp4178 5 лет назад +5

    I used the view matrix to check if something cannot be seen. You multiply the coordinate in world space with the view matrix. If the z-coordinate is negative, the coordinate lies behind the camera and the object does not need to be rendered. (A part of the object might be in front of the camera, so instead check for each corner coordinate of the bounding box of the object. And render only when all coordinates are behind the camera)

  • @Scarabola
    @Scarabola 4 года назад +9

    Great voice, but things would be a lot clearer if there were more pictures to go along with the concepts you're talking about.

  • @antoniocs8873
    @antoniocs8873 5 лет назад +11

    07:30 "I explained in a prior video" ?? This is the first video of the playlist. What prior video??

    • @AbcDino843
      @AbcDino843 5 лет назад +5

      ruclips.net/video/pThw0S8MR7w/видео.html, it takes 30 seconds to find it.

    • @maratisaw
      @maratisaw 5 лет назад +1

      ruclips.net/video/hPmEyAXdOdY/видео.html

  • @JarppaGuru
    @JarppaGuru 3 года назад +1

    3:14 actually there is nothing. you move block or camera its same thing. you think you move camera but its same code as moving block reversed LOL

  • @ocrap7
    @ocrap7 4 года назад

    How would transforming the world for the camera work for a multiplayer game?

    • @briantwill
      @briantwill  4 года назад +4

      Not sure I understand the question. Are you concerned that transforming objects for different cameras of different players would cause a conflict? First, modifying data on client doesn't change anything on server. Secondly, the local-to-world and camera transforms are applied to every object every frame to produce the vertices we want to render relative to the camera, but the transforms and the original mesh vertices remain unmodified: effectively, we're producing a copy of all the vertices every frame to render, and those copies are discarded after the frame is rendered.

  • @jeroen3648
    @jeroen3648 3 года назад

    You are really good

  • @TheUltimateLizard
    @TheUltimateLizard 4 года назад

    Very nice tutorials

  • @ellehooq
    @ellehooq 3 года назад

    Nice!

  • @peki_ooooooo
    @peki_ooooooo 3 года назад +1

    It's really hard to understand.😬

  • @EgorChebotarev
    @EgorChebotarev 3 года назад

    cool

  • @eadecoux
    @eadecoux 2 года назад

    Ily