Clipping And Viewport Mapping // OpenGL Tutorial #29

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In this video I cover some of the action that takes place at the end of the vertex level processing of the graphics pipeline. The focus is on clipping and viewport mapping and how they get us from NDC space to screen space pixels.

Timecodes:
0:00 Intro
0:17 Pipeline recap
1:01 The end of vertex processing
2:13 Clipping
5:02 glClipControl
5:33 Z-fighting
6:12 Perspective Division
7:09 Viewport mapping
8:22 glViewport
8:53 Demo
10:37 Conclusion

I highly recommend watching the two perspective projection tutorials:

Feel free to comment below.

Twitter: @ogldev

Credits:
Photo by Alexander Kovalev from Pexels
Images by rwindr and Mohamed Hassan from Pixabay
Video by cottonbro from Pexels

Enjoy,

Etay Meiri

#opengl #ogldev #opengtutorials
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Great stuff!

Would love to see a step thru of code for clipping!

Thanks again

LukeSchoen
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Nice video and thanks for sharing! Have one question, if I want to create a XYZ arrows to place at 0, 0, 0 to represent the world coordinates and when I zoom in or zoom out these arrows ‘size’ will not be scaled like other objects. What is the best way to do it? Thanks

op-vwsd
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can you do tutorial on forward plus rendering?

matanmigdal