Lab1
lab1-moglclassShaderPrimitive-src
triangle
square
circle
indexedSquare (using vertex buffer, index buffer)
lab1-moglclassShaderPrimitiveGasket-src
gasket 2D point
gasket 2D triangle
gasket 3D triangle
Just another Kyoung Shin Park’s Lectures Sites site
Lab1
lab1-moglclassShaderPrimitive-src
triangle
square
circle
indexedSquare (using vertex buffer, index buffer)
lab1-moglclassShaderPrimitiveGasket-src
gasket 2D point
gasket 2D triangle
gasket 3D triangle
09/17 – Project Group Formation
09/24 – Project Idea Presentation
10/15 – Project Proposal Presentation
11/12 – Project Midterm Presentation
12/10 – Project Final Presentation
lecture4
lecture4-ch2
lecture3
lecture2
lecture1
lab0-moglclassShaderTriangle-src
lab0-moglclassShaderTriangle-Uniform-src
Shader class – readShaderSource, loadShader, deleteShader, isLoaded, getShaderID
Program class – createProgram, deleteProgram, attachShaderToProgram, linkProgram, useProgram, getProgramID, setUniform
VertexBufferObject class – createVBO, releaseVBO, mapBufferToMemory, unmapBuffer, bindVBO, uploadDataToGPU, addData, getDataPointer, getBuffer
2020-2 Project
2020-2-Project
http://duriansoftware.com/joe/An-intro-to-modern-OpenGL.-Chapter-1:-The-Graphics-Pipeline.html
Modern OpenGL (OpenGL 3.x) 프로그래밍은 다음과 같은 단계로 진행한다.
1.Shader 프로그램을 만든다.
2.Vertex 자료를 Vertex Buffer Object (VBO)와 Vertex Array Object (VAO)를 만들고 이 자료를 쉐이더에 로딩한다.
3.이 자료의 위치와 쉐이더의 변수와 “연결(Connect)” 한다.
4.렌더링을 수행한다.
http://headerphile.com/sdl2/opengl-part-3-shaders-and-the-rendering-pipeline/