gltut | Web GL versions of http | Runtime Evironment library
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kandi X-RAY | gltut Summary
Web GL versions of http://www.arcsynthesis.org/gltut/index.html tutorials.
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QUESTION
To create a uniform buffer object in OpenGL, why must I call both glBindBuffer
and glBindBufferRange
? According to documentation,
Think of glBindBufferRange as binding the buffer to two places: the particular index and the target. glBindBuffer only binds to the target, not the index.
So then glBindBuffer
seems superfluous to me if you are already binding a buffer to that same target using glBindBufferRange
.
I am reading Learning Modern 3D Graphics Programming and chapter 7 shows how to make uniform buffer objects. The code used in the book:
...ANSWER
Answered 2019-Jun-11 at 13:31glBufferData
does not only initialize the buffer, it creates the buffer object's data store with the specified size. You can think about it like memory allocation in c++.
glBufferData
creates a data store for the buffer object which is currently bound to the specified target. In this case it creates a data store for the named buffer object g_GlobalMatricesUBO
, because it is bound to the specified target GL_UNIFORM_BUFFER
.
glBindBufferRange
doesn't create any data store, it use the data store which has to exist. The buffer object with the data store is specified by the 3rd parameter.
QUESTION
I have been learning OpenGL by following the tutorial, located at https://paroj.github.io/gltut/.
Passing the basics, I got a bit stuck at understanding quaternions and their relation to spatial orientation and transformations, especially from world- to camera-space and vice versa. In the chapter Camera-Relative Orientation, the author makes a camera, which rotates a model in world space relative to the camera orientation. Quoting:
We want to apply an orientation offset (R), which takes points in camera-space. If we wanted to apply this to the camera matrix, it would simply be multiplied by the camera matrix: R * C * O * p. That's nice and all, but we want to apply a transform to O, not to C.
My uneducated guess would be that if we applied the offset to camera space, we would get the first-person camera. Is this correct? Instead, the offset is applied to the model in world space, making the spaceship spin relative to that space, and not to camera space. We just observe it spin from camera space.
Inspired by at least some understanding of quaternions (or so I thought), I tried to implement the first person camera. It has two properties:
...ANSWER
Answered 2018-Apr-05 at 08:51To rotate a glm quaternion representing orientation:
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