OpenGL - cube maps (skyboxes and environment mapping)

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All code samples, unless explicitly stated otherwise, are licensed under the terms of the CC BY-NC 4.0 license as published by Creative Commons, either version 4 of the License, or (at your option) any later version.
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You are doing extremely valuable work for educating people on what actually goes on behind the scenes.
The visuals go a long way of visualizing what the code actually does.

verybasic
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It's so nice to explain how to select the correct face of the cubemap by the sample vector. I really need this criternion for point light shadow normal bias determination.

赟杨
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Awesome video! Your channel is really underrated

tristanmisja
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Best explanation I could find for texCUBE function math. Thanks so much

genelee
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If you construct a full-screen triangle in the vertex shader, you can avoid binding any vertex or index buffers. You only have to find a way to transform the triangle coordinates into world space, but this isn't difficult.

thebrd
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Thanks for your explanation. It helped me a lot!! thumbs up and subscribe.

rventura
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im getting identifier is undefined for the stbi_image_free what do I need to do

alexlazerboy