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WebGL 2: Uniform Buffer Objects
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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.:
A very concise description of the `std140` ruleset can be found on the O'Reilly site:
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:
You can find supplementary materials on this video series' GitHub page:
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:
Videos:
I really hope someone out there will find this series helpful.
I've uploaded a sample program to this series' Github repo so you can see exactly how to use UBOs.:
A very concise description of the `std140` ruleset can be found on the O'Reilly site:
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:
You can find supplementary materials on this video series' GitHub page:
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:
Videos:
I really hope someone out there will find this series helpful.
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