I've only just started learning OpenGL and I want to say that you're videos are absolutely exquisite. The production quality, learning material and execution that you've compiled are amazing and it is beyond just helpful for inquisitive students like myself. I thank you very much. :)
Yeah - I just need to get to making them. I'm actually working on a course on algorithms that's taking some time. For the computer science folks, this might be something you'd be interested in when it's finished.
Why on earth are there so few views! You explain things clearly. Your video quality is amazing. Thank you sir and I truly hope more people will view and learn from your videos!
Very nicely done, thanks a lot! This doesn't seem nearly as scary as I first thought it might be. I love the power and direct access to the video card this new method gives you.
Thank you so much for sharing these videos. One thing, it would be nice if a block diagram is provided to show how CPU, GPU, and the program are communicating with each other. It is hard to picture the process from codes.
omg, you wrote book?XNA?Wooow, do you know terraria, actually, i was wondering how the lighting effects in terraria can be implemented in opengl,like torches..etc.. so i'm trying to build a better skill on computer graphics. your courses are absolutely fantastic!
5:28 -> If we assume everything is in GLfloat* data (which is a pointer) what is the meaning of second parameter of function glBufferData (...,sizeof(data),...). Do we really have to pass the size of pointer or there is some mistake and it should be: glBufferData(...,sizeof(GLfloat),...). Assuming GLSL/OpenGL as C API to GFX hardware.
Hello, I have enjoyed your videos and I have to say, these are the best I've seen. I did have some issues with the previous video: my screen was also white and loading, but nothing happened. The output screen appeared with non-zero values, so I moved on like you said. Now I am running the other code, with the buffer and the triangle shows, but it stops as well as the blue color is not displayed. When I try closing the window with the triangle, there is no response. Any idea, what might be the problem? Thanks again for your videos!
I got it. On your next video, you show the code and I found that the file you have available does not match what you showed next. In line 144, the last parameter is missing (....colorID,4, GL_FLOAT....BUFFER_OFFSET(3*3*sizeof(GLfloat))). Thanks!
Firstly, great tutorial thank you so much., i have been trying to polish my opengl skills that i learnt few years ago but i dont seem to remember doing any shader coding..i am curious as to why?.is it because of new opengl version? Thank you
Jeffrey Chastine but how do you actually draw these now? dont we need to tell opengl how the position data is layed out? i mean, how does glDrawArrays know what and how to draw?
Hi... a question please ... How does the GPU know which VertexAtribute to be used for position and which one to be used for color as I can see in the code towards the end you use glEnableVertexAttribArray to represent both .... thanks for the video
Yes, you're correct in that the call to glVertexAttribPointer is used to set both locations, but look at the call in slide 22. You can see we're passing "loc2" as the variable, and then passing (as the last parameter) where that data starts. Compare that to the first call to glVertexAttribPointer and I think you'll see the difference. I hope that helps.
Ok.. I think i got it... Thanks... The gl_position value in the shader is what determines which vertex attrib to be considered as position... but there is no such similar gl constant in the fragment shader.. Why is that?