Java LWJGL/OpenGL Game Development Tutorial 3: Drawing a Square in OpenGL

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In this video we talk about setting up OpenGL and how to use OpenGL to draw a square

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All of the more popular tutorials did what you did but didn't explain anything. You did! now I understande glOrtho.

hrbharry
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Already an experienced programmer in LWJGL and Java, your videos are great for refreshing my memory! Thanks you got a sub!

altamer
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my english is very bad and first it was very confusing, but i watched it twice and no i am in love with your tutorials :D <3

FluXRLieF
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To answer your question (11:45):

The GL_COLOR_BUFFER_BIT refers to the buffertype, whereas the GL_COLOR_BUFFER refers to the actual buffer object. It's more efficient (and safer) to use identifiers or let GL determine the currently used buffer so you won't mess up other internal buffers. You are talking directly to the graphics device after all ;-)

For some reason they found it better to keep all the public statics in one place instead of creating namespaces for each major subcomponent, and they needed some way to differentiate between them.

If you only use a single device it shouldn't be much of a problem either way, but say you use 1 device to do distant rendering, 1 for close rendering and 1 for GUI rendering (like KSP or the latest Elder Scrolls games) you can imagine accidents happening.

Could be (and probably am) wrong, but thats the theory I'm going with anyways.

rolandtennapel
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Thanks man, this is a super clear video, and i especially liked the first video where you explained stuff. Can't wait to get back to my project amd begin implenting graphics.

ikealmighty
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Finally a good tutorial on LWJGL with excellent explanation!

Oldnite
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11:55 the _BIT is there so you know you can bitwise or it with other buffers, it is only a bit if you look at the value of it

karlomilicevic
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amazing tutorial this is really easy to get when you demonstrate your picture in paint 

jnishaodeal
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Thanks so much for these videos, you are doing a great job explaining everything, and not just going through the motions
\

YessirGames
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What kind of syntax is that that you can call functions between functions(glBegin and glEnd) using curly brackets?
Is it just that glBegin and glEnd simply set up flags indicating start and end of a sequence of processes, and the brackets are just for good looking?
17:10

electrobrain
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"bit" because it is a single bit at a special position. That makes it possible to combine them with OR. They also could have named it mask (even if years ago...)

AntonioNoack
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11:55 for bitwise operators, a way of adding multiple arguments.

robertc.
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So why would you default to the projection view matrix if you're using the ortho method?

liketearsinrain
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Thank you benny I learned a lot in this video

MCcreepercow
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Why my window is stuttering after i write explicit what you wrote?

williamsapplicatie
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quick question, why do we clear the projection matrix if before that glLoadIdentity() line we set the matrix mode to the projection matrix?

kagninety
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please help, the program runs fine, but my point of origin set at 0, 0 puts it in the middle of the screen, the code is the same as the video, any number in any of the other vertexes take up the whole program screen instead of actually drawing the shape. I have checked, and my drivers are up to date. So for now I'm at a loss

chasehughes
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My code is pretty much identical to yours and runs but instead of 0, 0 being in the bottom right it's in the middle of the window. Any ideas to what the problem might be?

thytom
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Do you have or do you know of any tutorials using vertex buffer objects or any current form of using LWJGL? glBegin and most of the functions you use are deprecated.

kensclark
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What if I get this stacktrace while I am running this code?

STACKTRACE:

Exception in thread "main" java.lang.RuntimeException: No OpenGL context found in the current thread.
at
at
  at
at
Java Result: 1

kevinsann
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