GLSL 3.3 资源
通过《OpenGL超级圣经》(5)的帮助,我对OpenGL 3.3非常熟悉。我发现这是一本学习核心 API 的好书。然而,它只涉及着色器的一些非常基本的用法。
下一步似乎是学习更多的技巧放入着色器管道中,但除了超级圣经中已经涵盖的内容之外,我找不到更多的东西。这包括一些基本的照明、纹理采样和后期效果,例如模糊和发光。
橙皮书看起来有点过时了,使用的是GLSL 1.4版本。尽管年代久远,它仍然具有相关性吗?它是否涵盖了有关几何着色器用途的任何内容,以及我会从 3.30 GLSL 中“错过”多少内容?
我宁愿避免阅读或使用 GLSL 已弃用的部分,并且我更愿意将答案集中在 3.3 GLSL 上,除非它可以轻松转换为更高版本。
我正在网上或书籍形式寻找指南、教程和代码片段。
I'm quite familiar with OpenGL 3.3 through the help of the OpenGL Super Bible(5). I found it to be a great book to learn the core API. However, it only gets around to some very basic usage of shaders.
The next step seems to be to learn more tricks to put into the shader pipeline, but I can't find much beyond what's already covered in the Super Bible. This includes some basic lighting, texture sampling and post effects like blurring and glow.
The orange book seems a bit outdated, using version 1.4 of GLSL. Is it still relevant despite its age? Does it cover anything regarding the geometry shader's uses, and how much would I be "missing out" on from the 3.30 GLSL?
I'd rather avoid reading about or using deprecated parts of GLSL and I'd prefer answers to focus on 3.3 GLSL, unless it's easily translated into later versions.
I'm looking for guides, tutorials and code snippets, on the web or in book form.
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看看《GPU Gems》系列书籍吧。前三卷可在 NVidia 开发者网站上免费获取:
GPU Gems
< a href="http://http.developer.nvidia.com/GPUGems2/gpugems2_frontmatter.html" rel="nofollow">GPU Gems 2
GPU Gems 3
Have a look at the "GPU Gems" series of books. The first three volumes are available for free at the NVidia developer website:
GPU Gems
GPU Gems 2
GPU Gems 3