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AEJuice Free Plugins https://aejuice.com/free-plugins/?ref... AEJuice I Want It All Bundle https://aejuice.com/product/i-want-it... AEJuice YouTube Channel / @aejuice In this video I'm going to explain and implement perspective projection in OpenGL. This transformation is core in making your 3D game actually look like it has a third dimension. It makes objects that are further away from the camera appear smaller while closer objects appear larger. This video is part one and deals mainly with the projection of the XY coordinates. In the next video we will handle the Z component and the aspect ratio. Back face culling is explained in • From Dot To Triangle // OpenGL Tutor... Make sure to watch all the previous tutorials in the "OpenGL For Beginners" playlist at • OpenGL for Beginners Please visit https://ogldev.org to see more of my tutorials on modern OpenGL. ** Link to source: https://github.com/emeiri/ogldev/blob... If you want to get the same version that was used in the video checkout the tag TUT_11_PERS_PROJ_1. ** OpenGL 4.6 specification: https://www.khronos.org/registry/Open... 🔥 I'm using the following books as background information for my tutorials and I highly recommend them for learning more about OpenGL and Vulkan. These are affiliate links so if you use them to buy the books the price is the same for you and I will get a small commision (thank-you!). 📖 OpenGL 4 Shading Language Cookbook - Third Edition: Build high-quality, real-time 3D graphics with OpenGL 4.6, GLSL 4.6 and C++17 3rd ed. Edition: https://amzn.to/3XO2J3S 📖 3D Graphics Rendering Cookbook: A comprehensive guide to exploring rendering algorithms in modern OpenGL and Vulkan: https://amzn.to/3MMJQbf (Watch my short video review on this book: • The 2nd book I'm using for my Vulkan ... ) 📖 Vulkan Programming Guide: The Official Guide to Learning Vulkan: https://amzn.to/3XwBjhr (Watch my short video review on this book: • The book I'm using for my Vulkan seri... ) Timecodes: 0:00 Intro 2:14 The View Frustum 5:47 View onto the YZ plane 6:14 Projecting on the near clip plane 6:42 The field of view 8:27 Calculating the projected point (Y component) 10:37 Calculating the projected point (X component) 11:33 How to implement? 12:07 The projection Matrix 13:09 Perspective Division 14:43 Copying the Z into W 15:38 Start of code review 15:55 How I got the cube mesh 17:10 Handling face culling 18:32 Transformation matrices 20:02 Run without projection 20:20 Implement the perspective projection matrix 21:45 Run with projection 23:40 Conclusion Feel free to comment below. Email: [email protected] Facebook: / ogldev-188319114585587 GIthub: https://github.com/emeiri/ogldev.git Twitter: @ogldev One time donations (Paypal): https://ogldev.org/donate.html Patreon: / ogldev My gear (Amazon affiliate links): Camera - Canon EOS M50: https://amzn.to/3duVIOh Camera mic - Rode Videomic: https://amzn.to/3dsGVDs Desktop mic - Rode NT-USB-Mini: https://amzn.to/3giMoif Credits: Music: "Cute" from https://bensound.com View Frustum image: https://upload.wikimedia.org/wikipedi... (MithrandirMage, CC BY-SA 3.0 https://creativecommons.org/licenses/..., via Wikimedia Commons) Enjoy, Etay Meiri #opengl #ogldev #opengtutorials