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Simplify your WebGL applications and your data requirements just by using the draw functions `drawArraysInstanced()` and `drawElementsInstanced()`. This video will show you almost everything you need to know and introduce you to one technique for swapping textures for an entire object with a single number in your instance buffer data. You can find supplementary materials on this video series' GitHub page: https://github.com/scriptfoundry/WebG... All texture images used in this video (including the "running man") are from https://kenney.nl/. I found this site randomly and have no connection whatever to it, but I encourage you to check it out because their content is... surprisingly good in every possible way. More photo credits below. 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.