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Manage uniforms across multiple WebGL 2 programs using Uniform Buffer Objects. This video will try to explain and simplify this notoriously "advanced" technique. I've uploaded a sample program to this series' Github repo so you can see exactly how to use UBOs.: https://github.com/scriptfoundry/WebG... A very concise description of the `std140` ruleset can be found on the O'Reilly site: https://www.oreilly.com/library/view/... I didn't go into it here, but it's possible to add structs to your UBOs as well. However, this can lead to very buggy renders on some hardware. Avoiding these bugs is actually pretty easy. I explained the problem and showed the solution in my video on Arrays and UBOs. You can watch that here: • WebGL 2: Hardware Bugs, UBOs & Arrays You can find supplementary materials on this video series' GitHub page: https://github.com/scriptfoundry/WebG... This series on WebGL 2 was produced for anyone who, like me, had major problems getting a firm understanding of WebGL's intermediate and advanced concepts. Every video is focused on a single concept. If I've done this well, you shouldn't really need to "get up to speed" before watching any of these videos. There are no external libraries. I'm not building up to a custom API or injecting any abstractions. And I don't expect you to have watched from episode #1 to get "how I'm doing things with WebGL." Complete playlist: • WebGL 2.0 Videos: 1. Creating WebGL Programs ( • WebGL 2: Programs (Hello World) ) 2. Quickie: Precision ( • WebGL 2 Quickie: Precision ) 3. Uniforms (Part 1) ( • WebGL 2: Uniforms (Part 1) ) 4. Attributes Part 1: Basics ( • WebGL 2: Attributes (Part 1) ) 5. Attributes Part 2: Beyond Basics ( • WebGL 2: Attributes (Part 2) ) 6. Attributes Part 3: Element Arrays ( • WebGL 2: Element Arrays & drawElements() ) 7. Objects, Targets & Binding ( • WebGL 2: Objects, Targets & Binding ) 8. Textures Part 1: Basics ( • WebGL 2: Textures (Part 1) ) 9. Textures Part 2: Mipmaps ( • WebGL 2: Mipmaps (Textures Part 2) ) 10. Textures Part 3: Texture Atlases ( • WebGL 2: Vertex Array Objects (VAOs) ) 11. Textures Part 4: Texture Arrays ( • WebGL 2: Texture Arrays (Textures Part 4) ) 12. Vertex Array Objects ( • WebGL 2: Texture Atlases or Sprite Sheets ... ) 13. Instanced Drawing ( • WebGL 2: Instanced Drawing ) 14. Matrix Attributes ( • WebGL 2: Matrix Attributes ) 15. Transparency ( • WegGL 2: Transparency & Depth ) 16. Camera Part 1 ( • WebGL 2: Cameras & Perspective (Part 1) ) 17. Camera Part 2: Clipping & Z-fighting ( • WebGL 2: Visualizing Projection (Camera Pa... ) 18. Lighting Part 1: Directional diffuse lighting ( • WebGL 2: Directional diffuse lighting ) 19. Lighting Part 2: Point lights & Spotlights ( • WebGL 2: Point lights & Spotlights ) 20. Binary model files ( • WebGL 2: Creating binary model files ) 21. Uniform Buffer Objects (Uniforms Part 2) ( • WebGL 2: Uniform Buffer Objects ) 22. Arrays Part 1: Uniforms ( • WebGL 2: Arrays & Uniforms ) 23. Arrays Part 2: UBOs and Hardware Bugs ( • WebGL 2: Hardware Bugs, UBOs & Arrays ) 24. Transform Feedback ( • WebGL 2: Transform Feedback (for Particle ... ) 25. Framebuffer Objects Part 1: The Basics ( • WebGL 2: Framebuffer Objects (The Basics) ) 26. Framebuffer Objects Part 2: The Gnarly Details ( • WebGL 2: Framebuffer Objects (The gnarly d... ) About my setup: Please don't get distracted by any of it. I'm writing to TypeScript files, but you'll probably just use JavaScript files. I'm using VSCode with the GLSL Lint extension, but you should use whatever you are most comfortable using. I'm using Parcel.js for hot-reloading and ts transpilation, but you can use whatever system you like (even if that's just writing to a file on your desktop and hitting Ctrl+R.) Please please please: If you spend more than a minute setting your environment up, that's a minute wasted that you could be learning WebGL. I really hope someone out there will find this series helpful.