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发表时间 : 2013-11-15 14:31:17 | 浏览 : 5840    评论 : 20

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Overview
gl_logo.jpg
OpenGL is a software interface to graphics hardware.
This is a short description about OpenGL.

Rendering Pipeline
gl_pipeline_small.gif
OpenGL Pipeline has a series of processing stages in order. Two graphical information, vertex-based data and pixel-based data, are processed through the pipeline, combined together then written into the frame buffer.

Transformation
gl_transform_small.png OpenGL uses several 4 x 4 matrices for transformations; GL_MODELVIEW, GL_PROJECTION, GL_TEXTURE and GL_COLOR. Both geometric and image data are transformed by these matrices before OpenGL raterization process.


Matrix4 Class for OpenGL (C++)
gl_matrix_small.png Matrix4 class is a general purpose, stand-alone 4x4 matrix class. It can easily be integrated with OpenGL applications. It provides matrix transform routines that are equivalent to glTranslatef(), glRotatef() and glScalef().


Vertex Array
gl_vertexArray_small.jpg Using vertex arrays reduces the number of function calls and redundant usage of shared vertices. Therefore, you may increase the performance of rendering.


Display List
gl_displayList_small.jpg Display list is one of fastest methods to render static data because OpenGL commands and the vertex data are cached in the display list and minimize data transmissions from client to server side.


Vertex Buffer Object (VBO)
gl_vbo_small.jpg Vertex buffer object (VBO) allows vertex array data to be stored in high-performance graphics memory on the server side and promotes efficient data transfer.


Pixel Buffer Object (PBO)
gl_pbo_small.png Pixel Buffer object (PBO) stores pixel data in OpenGL controlled memory and allows asynchronous DMA pixel transfer to/from GPU. The typical usages of PBO is streaming texture updates and asynchronous readback.


Frame Buffer Object (FBO)
gl_fbo_small.png Framebuffer object (FBO) is a non-displayable rendering destination to provide an efficient way of render-to-texture and offscreen rendering.


Tessellation
gl_tess_small.gif Tessellation is subdividing concave polygons or self-intersecting polygons into convex polygons. The winding rules and winding numbers determine which parts of polygon are filled or not filled.




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freefreefree 评论于2013-11-15 18:32:27
!!!!!!!!!!!!
来自河北1 评论于2013-11-15 18:55:17
哈哈哈哈哈哈哈
csutest 评论于2013-11-15 20:03:40
多谢分享
haha459862 评论于2013-11-15 21:17:27
好资料,学不过来了
surejoyce 评论于2013-11-15 21:26:27
楼主好人,谢谢分享
zyc1 评论于2013-11-15 22:31:35
谢谢分享!!
zyc1 评论于2013-11-15 22:38:01
谢谢分享!!
wxiang1990 评论于2013-12-18 19:09:58
初涉此方面学校,看看。
xieshouguo520 评论于2014-1-10 22:28:44
值得学习
chinawalltin 评论于2014-2-13 10:23:43
很好 辛苦的版主 支持
哼哈嘣吧 评论于2014-2-19 23:11:47
看看,学习一下
584481388 评论于2014-2-20 08:34:15
来支持一下
曾经归宿 评论于2014-4-21 20:04:11
新人,先学习下看看
冰晶梦幻 评论于2015-4-20 14:41:49
楼主好人,谢谢分享最近正在学习gl
hanzhao111 评论于2017-6-24 20:42:34 来自手机
好东西,谢谢分享

kjwang 评论于2019-12-26 10:40:49
xiexie kankan  sdfas

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