Monday, May 31, 2021

OpenGL render class

OpenGL render class

    Basics

  1. Rendering a Triangle using OpenGL(using Shaders)
  2. A good example to use shader..

    In this article we’ll see how to render a triangle using OpenGL. A triangle is probably the simplest shapes you can draw in OpenGL after points and lines and any complicated geometry that you make will me made up of number of triangles joined together..

  3. How to Create 3D and 2D Graphics with OpenGL and C++
  4. OpenGL is a cross-language, cross-platform graphics API for rendering 2D and 3D scenes using a graphics card.

  5. OpenGL Examples
  6. Here are some OpenGL example programs, presented in an order in which new topics are added in each successive example. Many of these are modifications of programs in the OpenGL Red Book..

  7. OpenGL Windows GUI Application
  8. This article is about a MVC (Model-View-Controller) framework to create OpenGL GUI applications on Windows platform. MVC architecture is a common design framework for GUI applications, and is used in many GUI libraries, such as .NET, MFC, Qt, JavaFX, etc. The major benefits of this MVC framework are the complete separation of system-independent OpenGL calls from Windows system and the universal message router for multiple windows..

    typical implementations

  9. htmlboss / OpenGL-Renderer
  10. MP-APS A modern OpenGL 3D rendering engine. The idea behind it is to be very simple to use: no weird abstraction layers, janky variable names, or massive 2000+ line classes. It's primarily a playground for me to implement (or at least try :P) different graphics programming techniques. Progress has been slow since I'm juggling full-time Univesity studies, work, and trying to be physically active. Eventually, I want to create a "scene-based" engine, where you can load up some model(s), add some fancy lights, and virtually explore it.

  11. OpenGLRenderer Class Reference
  12. A base class that should be implemented by classes which want to render openGL on a background thread. More... .

  13. Class Index
  14. Class Index List: good class design

    • Draggable3DOrientation
    • Matrix3D
    • OpenGLAppComponent
    • OpenGLContext
    • OpenGLFrameBuffer
    • OpenGLGraphicsContextCustomShader
    • OpenGLHelpers
    • OpenGLImageType
    • OpenGLPixelFormat
    • OpenGLRenderer
    • OpenGLShaderProgram
    • OpenGLShaderProgram::Attribute
    • OpenGLShaderProgram::Uniform
    • OpenGLTexture Quaternion
    • Vector3D.

  15. OpenGL rendering:: ROOT
  16. complete OpenGL 2D and 3D class design.

  17. 3D graphics with OpenG
  18. 3D graphics with OpenGL.

  19. Galleries produced with ROOT
  20. This gallery shows some of the plots (produced using ROOT) presented when the Higgs boson discovery was announced at CERN..

  21. Release 6.24/00 - 2021-04-15
  22. source code to download.

  23. Writing a Basic Renderer in OpenGL
  24. short video to get some senses

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  25. Abstracting OpenGL into Classes
  26. Abstracting OpenGL into Classes.

  27. Render OpenGL object in a class?
  28. I'm trying to learn modern OpenGL and create classes for various primitive types such as cubes, spheres, etc. I have run into a problem, though, where my cube class isn't rendering anything in its Draw() function, but if I move it all into my main() function it works fine.

  29. Basic OpenGL Renderer class
  30. made this Renderer class recently, to simplify the user interface of my library's API. I would like to ask advice about the move semantics (copy constructor, std::unique_ptr, ...), or any other things you can point out to improve my code.

    As you can see, I take in parameters in RenderObject in the form of a pointer. This is simply because Material uses a Texture class, whose assignment operators are disabled. It only has a move constructor (C++11), but Material cannot use it..

  31. OpenGL Renderer Design
  32. My Note: this is greate article and I need to study it. can make my render class like this one.

    Lately I’ve been writing lots of OpenGL programs for course projects and for-fun rendering side-projects. I’ve started to notice an overall design that works pretty well for these kinds of projects, and I’m going to document it here.

    This design matches closely the idea of “Model-view-viewmodel” aka. “MVVM”. If you’re unfamiliar with this term, be aware that the words “model” and “view” here aren’t talking about 3D models or cameras or transformation matrices. MVVM is an object-oriented architectural pattern, similar to MVC (“Model view controller”). MVVM maps to the design of a renderer as follows:

    • Model: The scene which the renderer should render.
    • View: The renderer that traverses the scene and displays it.
    • View model: The data the renderer uses internally to render the scene.

  33. Steps for making a basic renderer class
  34. I have been learning OpenGL for a while and I have learnt how to draw triangles/squares and use shaders. I have built a very basic bunch of classes for doing each job so far i.e. vertex buffer class, shader class, entity class. I have also learnt the basics of transformations/view matricies etc.

    If I want to draw multiple basic shapes on the screen like 10 triangles then due to the way I have written the classes that would mean 10 calls to glDrawArrays, glBufferData etc.

    What I am trying to do next is build a basic class where its job is to bundle all of the rendering data together and run as few render calls as possible to generate multiple shapes.

    What Im thinking is adapting my entity class to hold the mesh data and have a renderer class somehow workout how many entities there are and then add the buffer data of each entity into glBufferData for example..

  35. opengl.drawable — OpenGL rendering objects for the new OpenGL2 engine.
  36. Classes defined in module opengl.drawable.

  37. a-simple-triangle / Part 10 - OpenGL render mesh
  38. a-simple-triangle / Part 10 - OpenGL render mesh

  39. G-Engine #4: Basic 3D Rendering
  40. This is a paragraph.

  41. Renderer Class Reference
  42. A helper class that provides common AR related rendering tasks..

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