Excellent instructional videos. I would highly recommend watching these in tandem with an OpenGL textbook of your preference if your following one.. Just learning OpenGL with books is too daunting and you need an instructor with knowledge and not to mention with a sense of humor. The spice of life.
I am extremely impressed with your ability to convey these OpenGL concepts so clearly. I don't think it is possible to give higher recommendations. Kudos! (That's Kudos factorial). I did have a question regarding the left handed coordinate system used in this video. I was under the impression OpenGL used a right handed coordinate system. Am I incorrect? Anyhow, you do outstanding work. Just super.....
Excellent video series! I have a question though. When is this depth test carried out? Is it between the fragment shader and the vertex shader? Or is it after the fragment shader? If it's after the fragment shader, then wouldn't it be unnecessary work for the fragments that will never pass the depth test? The only reason I can think of why it would be carried out after the fragment shader is because of the alpha channels, but I would love an explanation on this.
Excellent instructional videos. I would highly recommend watching these in tandem with an OpenGL textbook of your preference if your following one.. Just learning OpenGL with books is too daunting and you need an instructor with knowledge and not to mention with a sense of humor. The spice of life.
What an amazing explanation! Thank you so much!
Oh mine. The explanation is so clear. I love your instruction.
Thank you for sharing this knowledge. The pacing is excellent and you have a great voice.
Thanks for this video
I love a way you teach. :D
I am extremely impressed with your ability to convey these OpenGL concepts so clearly. I don't think it is possible to give higher recommendations. Kudos! (That's Kudos factorial).
I did have a question regarding the left handed coordinate system used in this video. I was under the impression OpenGL used a right handed coordinate system. Am I incorrect? Anyhow, you do outstanding work. Just super.....
J Dub Oops. Never mind. perspective transformation....
Thanks for this video!
I like these tutorials!
great video, thanks a bunch!
it was a bit confusing because in Nehe tutorial, it stated that moving into screen is a negative number.
DirectX and OpenGL are reversed on Z axis..
Excellent video series! I have a question though. When is this depth test carried out? Is it between the fragment shader and the vertex shader? Or is it after the fragment shader? If it's after the fragment shader, then wouldn't it be unnecessary work for the fragments that will never pass the depth test? The only reason I can think of why it would be carried out after the fragment shader is because of the alpha channels, but I would love an explanation on this.
Also, many thanks for your videos, youre fucking amazing lavish guy
make sure if you glEnable GL_DEPTH_TEST to glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT )
Amazing
i like the way u talk :)..
I love the name of your picture. Beach.jpg
Please give me the code please
Alpha test!