有关 OpenGL _2D_ 编程的书籍?
我需要在屏幕上绘制数百(也许数千!)图像。大部分工作将在 2d 中进行。它将使用一些 3D 来进行相机、变换、旋转场景,但主要关注 2D 性能。有关于这个特定主题的书吗?
1) 学习 2d OpenGL 编程的最佳实践
2) 着色器和奇特效果
3) 优化 2d 渲染操作。
I need to draw hundreds (maybe thousands!) of images to the screen. Majority of the work is going to be in 2d. It'll use some 3d for camera, transforms, rotating scene, but mainly concerned with 2d performance. Any book on this specific subject?
1) Learn best practices in 2d OpenGL programming
2) Shaders and fancy effects
3) Optimizing 2d rendering operations.
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我认为你读一些书可以提高你的技能,比如如何做奇特的效果,优化2d渲染操作......我认为没有书教你如何只做一件事,阅读和阅读,学习和学习是唯一的方法,然后你可以用你的技能和尝试指出一个特定的事情......这就是程序员!
OpenGL 编程指南:学习 OpenGL 的官方指南,版本 2.1 作者:Dave Shreiner、Mason Woo、Jackie Neider、Tom Davis
使用 OpenGL 进行高级图形编程,作者:Tom McReynolds
Dave Astle 和 Kevin Hawkins 的 OpenGL 游戏编程
Dave Astle 和 Dave Durnil 的 OpenGL ES 游戏开发编程
Dave Astle 和 Kevin Hawkins 开始 OpenGL 游戏编程
I think you read some books you can improve your skills, like how to do fancy effects, optimizing 2d rendering operations... I think there aren't books teach you how to do only a thing, read and read, study and study is the only way, then you can point on a specific thing with your skills and trying... This is a Programmer !
OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 2.1 By Dave Shreiner, Mason Woo, Jackie Neider, Tom Davis
Advanced Graphics Programming Using OpenGL By Tom McReynolds
OpenGL Game Programming by Dave Astle and Kevin Hawkins
Programming OpenGL ES Game Development by Dave Astle and Dave Durnil
Beginning OpenGL Game Programming by Dave Astle and Kevin Hawkins
将您的精力集中在学习标准 (3D) OpenGL 上。仅使用 2D 只是管理场景的一种方式(例如禁用深度测试的正交投影)。您仍然需要所有 3D 知识来实现任何这些奇特的效果。例如,精美的照明仍然需要了解法线的工作原理,而旋转精灵需要围绕 Z 轴旋转四边形(尽管场景仅适用于 X 和 Y)。您将使用缩放来模拟缩放等。
Focus your energy on learning standard (3D) OpenGL. Using exclusively 2D is just a way of managing the scene (such as orthographic projection with depth testing disabled). You'll still need all the 3D knowledge to achieve any of those fancy effects. For instance, fancy lighting will still require a knowledge of how normals work, and rotating a sprite entails rotating a quad about the Z-axis (despite the scene only working with X and Y). You will use scaling to emulate zooming and whatnot.