Open.gl的教程算是看完了,其中drawing/texture/transformation/depth and stencil/这4节写了代码来跑例子,而framebuffers\geometry shader\gransform feedback没有写代码。前面部分基本完全翻译了,后面部分仅有部分翻译。可以完善的方面:完成全部的翻译,在XCODE工程中加入后半部分的代码示例,加入光照的内容,完成下列这些更进一步的研究:
- 1,用stencil实现阴影:http://en.wikipedia.org/wiki/Shadow_volume#Stencil_buffer_implementations
- 2,用stancil实现outline:http://www.flipcode.com/archives/Object_Outlining.shtml
- 3,flipcode1999-2005的3D&GDEV文章集: http://www.flipcode.com/archives/
- 4,使用framebuffer进行后期处理的实现:blur模糊等。
- 5,HDR
- 6,动态模糊,http://http.developer.nvidia.com/GPUGems3/gpugems3_ch27.html
- 7,SSAO(screen space ambient occlusion) 该算法作为像素着色器,通过分析场景中纹理的深度值缓冲来实现,可以近似地表现出物体在环境光下产生的阴影。
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