As a person who watch many OpenGL series, I believe that this is the king of all series I have watched. (in terms of how people explain the pipeline). Thank you and please continue to share OpenGL series videos.
Good stuff! I was watching the cherno’s playlist on OpenGL and sometimes he gets ahead of himself while trying to code and explain the theory at the same time. Looking forward to learning more
This pipeline yes, effectively is what OpenGL supports (i.e. programmers view OpenGL as a set of functions to create a graphics pipeline). First page with diagram shows this: registry.khronos.org/OpenGL/specs/gl/glspec46.core.pdf :) (Of note, for compute shaders, they're more generic, and not necessarily only for rendering)
I have a question. Why doees tesellation come before primitive assembly? How does the tesellation part know what to subdivide if the primitive isn't assembled yet?
Two shaders (tessellation control and evaluation shader) otherwise tell you how to perform the tessellation. When we kick off the graphics pipeline with glDraw* we know if we are assembling GL_TRIANGLES, GL_POINTS, etc. No need to assemble things earlier until we have appropriately transformed each point (remember that's the job of the vertex shader), then further subdivided that set of points (tessellation), and potentially generated new geometry (geometry shader).
@@MikeShah thank you, but it isn't needed now although i will check the link out. I was having one of those moments, when you stare at something for so long it becomes something else. :) but thank you for getting in con tact :)
Hallo Mike, can you please defferentiate between vertex and point. In vertex specification : what is setting up our geometry on the cpu? is it loading the different point coordinates on the cpu? i think that moving from 3D representation to 2D will result in loosing some points .
To be clear Vertex will refer to a 3D position in space. Point3D would mean the same thing. On occasion, I'll use 'point' in OpenGL to talk about a primitive (like a triangle), that refers to just rendering one vertex.
@@MikeShah a more mathematical approach. jim blinn s corner a trip down the graphics pipeline. or marschner fundamentals of computer graphics. or more in depth math multiple view geometry zisserman. I need to know more about c++ i didn t even know what a link was
Blinn's Corner would be nice for a software rasterization series, though it is nearly 30+ years old. Marschner's text is very good for reading -- and I would expect most folks in a graphics course may use that and supplement with my videos for application. See my series on C++ for more. @@abnereliberganzahernandez6337
As a person who watch many OpenGL series, I believe that this is the king of all series I have watched. (in terms of how people explain the pipeline). Thank you and please continue to share OpenGL series videos.
Thank you for the kind words! More to come!
I’ll following your videos on cpp and now I started studying your OpenGL videos. Fantastic material so well explained!!! Thank you.
Thank you for the kind words 🙂
You’re a great teacher
Thank you for the kind words!
Good stuff! I was watching the cherno’s playlist on OpenGL and sometimes he gets ahead of himself while trying to code and explain the theory at the same time. Looking forward to learning more
Thank you! The Cherno is great--hopefully I put a different spin on things :)
Is the rendering pipeline part of the OpenGL spec?
This pipeline yes, effectively is what OpenGL supports (i.e. programmers view OpenGL as a set of functions to create a graphics pipeline). First page with diagram shows this: registry.khronos.org/OpenGL/specs/gl/glspec46.core.pdf :) (Of note, for compute shaders, they're more generic, and not necessarily only for rendering)
excellent explanation sir ..
Cheers!
First video i've found that actually explains what each part of the pipeline does 💀
Cheere!
I have a question. Why doees tesellation come before primitive assembly? How does the tesellation part know what to subdivide if the primitive isn't assembled yet?
Two shaders (tessellation control and evaluation shader) otherwise tell you how to perform the tessellation. When we kick off the graphics pipeline with glDraw* we know if we are assembling GL_TRIANGLES, GL_POINTS, etc. No need to assemble things earlier until we have appropriately transformed each point (remember that's the job of the vertex shader), then further subdivided that set of points (tessellation), and potentially generated new geometry (geometry shader).
amazing lecture, thanks for the hard work!
Cheers, you are most welcome!
Thanks for making these videos. Do you provide private tutoring/mentorship?
Cheers! Not at this time -- though perhaps I would consider it for subscribing members in the future if there were enough for small groups.
perfect explanation! thank you!
Cheers!
can you help me understand something about indices ?
See/comment on episode 16 on index buffers: th-cam.com/play/PLvv0ScY6vfd9zlZkIIqGDeG5TUWswkMox.html
@@MikeShah thank you, but it isn't needed now although i will check the link out. I was having one of those moments, when you stare at something for so long it becomes something else. :)
but thank you for getting in con tact :)
Thanks, the white board helped.
A Luta Continua (The Struggle Continues)
Cheers!
Incredibly excellent keep going thank you so much for providing good contents :-)
You are most welcome!
Love your videos man, thank you!
Thank you for the kind words and support!
Hallo Mike,
can you please defferentiate between vertex and point. In vertex specification : what is setting up our geometry on the cpu? is it loading the different point coordinates on the cpu?
i think that moving from 3D representation to 2D will result in loosing some points .
To be clear Vertex will refer to a 3D position in space. Point3D would mean the same thing. On occasion, I'll use 'point' in OpenGL to talk about a primitive (like a triangle), that refers to just rendering one vertex.
how long I have been searching it.. 😻
@@m0r1k enjoy!
great videos!
Thanks a lot this is valuable information
Cheers!
you should read more
What reading would you suggest?
@@MikeShah a more mathematical approach. jim blinn s corner a trip down the graphics pipeline.
or marschner fundamentals of computer graphics.
or more in depth math multiple view geometry zisserman.
I need to know more about c++ i didn t even know what a link was
Blinn's Corner would be nice for a software rasterization series, though it is nearly 30+ years old. Marschner's text is very good for reading -- and I would expect most folks in a graphics course may use that and supplement with my videos for application. See my series on C++ for more.
@@abnereliberganzahernandez6337