gltut | Web GL versions of http | Runtime Evironment library

 by   nomiddlename JavaScript Version: Current License: No License

kandi X-RAY | gltut Summary

kandi X-RAY | gltut Summary

gltut is a JavaScript library typically used in Server, Runtime Evironment, Nodejs applications. gltut has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

Web GL versions of http://www.arcsynthesis.org/gltut/index.html tutorials.
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              gltut has a low active ecosystem.
              It has 5 star(s) with 1 fork(s). There are 2 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              gltut has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of gltut is current.

            kandi-Quality Quality

              gltut has no bugs reported.

            kandi-Security Security

              gltut has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              gltut does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              gltut releases are not available. You will need to build from source code and install.

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            gltut Key Features

            No Key Features are available at this moment for gltut.

            gltut Examples and Code Snippets

            No Code Snippets are available at this moment for gltut.

            Community Discussions

            QUESTION

            Why must you use both glBindBuffer and glBindBufferRange to create a uniform buffer in OpenGL?
            Asked 2019-Jun-11 at 13:31

            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 13:31

            glBufferData 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.

            Source https://stackoverflow.com/questions/56537361

            QUESTION

            Quaternion-based First Person View Camera
            Asked 2018-Apr-05 at 10:22

            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 08:51

            To rotate a glm quaternion representing orientation:

            Source https://stackoverflow.com/questions/49609654

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install gltut

            You can download it from GitHub.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            https://github.com/nomiddlename/gltut.git

          • CLI

            gh repo clone nomiddlename/gltut

          • sshUrl

            git@github.com:nomiddlename/gltut.git

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