Tutorial 9 - Coordinate Systems in OpenGL

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  • เผยแพร่เมื่อ 13 ธ.ค. 2024

ความคิดเห็น • 31

  • @NeevekEst
    @NeevekEst 7 ปีที่แล้ว +21

    This is the best OpenGL tutorial I have ever seen.

    • @jeffchastine
      @jeffchastine  7 ปีที่แล้ว +1

      Glad you guys like it!

  • @AhmedSam
    @AhmedSam 5 ปีที่แล้ว +8

    This is the best introductory tutorial for OpenGL. Can't believe others couldnt elaborate it that easily.

  • @alexfreitag1881
    @alexfreitag1881 9 ปีที่แล้ว +2

    Amazing. Describes the most important concepts in a graphics class in 7 minutes rather than several hours of lectures.

  • @oletugsadaydin8921
    @oletugsadaydin8921 5 ปีที่แล้ว +4

    I have seen many tutorials on this subject but, this one is the most clean explanation among them. You deserve more attention. Bravo.

  • @asrulsudiar5589
    @asrulsudiar5589 3 ปีที่แล้ว

    This is the best tutorial for learning openGL even I am now study this in 2021. Thanks a lot Jeffry

  • @psun256
    @psun256 4 ปีที่แล้ว

    Clean, clear, and really gives understanding. 10/10, especially considering the time you did it in.

  • @Timo-Epis
    @Timo-Epis 20 วันที่ผ่านมา

    omg i love you, this is the intro i needed into this topic

  • @gilbertnordhammar3677
    @gilbertnordhammar3677 5 ปีที่แล้ว

    After seeing this tutorial, it seriously frustrates me why most other tutorials don't explain this subject as clearly. In other words, really nice tutorial!

  • @weekipi5813
    @weekipi5813 3 ปีที่แล้ว +1

    In reality what happens with the projection matrix is to transform coordinates to clip space, then from that they will be diveded to w to get to the NDC system. After having had NDC, there is even one more transformation to screen space, and that is when fragment shader start to execute.

  • @kheartztv
    @kheartztv 4 ปีที่แล้ว +1

    Good tutorial. Just wanted to mention one thing. The result of the multiplying the projection matrix with the modelview matrix is actually in clip-space. gl_Position therefore is in clip-space. After the vertex shader, OpenGL will perform perspective divide (dividing by w) to transform to NDC (followed by viewport transformation to map from NDC-space to screen-space). See www.khronos.org/opengl/wiki/Vertex_Post-Processing .

  • @vikramadityakukreja4795
    @vikramadityakukreja4795 9 ปีที่แล้ว

    Seriously a very good tutorial ! Will watch your other vids as well. Thanks!

    • @jeffchastine
      @jeffchastine  9 ปีที่แล้ว

      +Vikramaditya Kukreja Thanks!

  • @kkirubanantham
    @kkirubanantham 8 ปีที่แล้ว

    Your videos are real good, keep up the good work.

  • @dn5426
    @dn5426 8 ปีที่แล้ว

    You're awesome you compressed a long text tutorial into 7min video!

  • @researchandbuild1751
    @researchandbuild1751 ปีที่แล้ว

    I think we forgot to talk about the screen matrix...that projection matrix eventually has to end up on the screen. Seems we need another matrix to change projection to actual screen pixels.

  • @snaker90
    @snaker90 9 หลายเดือนก่อน

    Clearly! Thank you!

  • @vagueanxiety42
    @vagueanxiety42 6 ปีที่แล้ว

    Great tutorials, thank you.

  • @hengyongming3676
    @hengyongming3676 3 ปีที่แล้ว

    Thanks really helpful!

  • @AshwinKolhe
    @AshwinKolhe 8 ปีที่แล้ว +1

    Very well made tutorials! You should make tutorials on the recent Vulkan API as well.

    • @jeffchastine
      @jeffchastine  8 ปีที่แล้ว +4

      Thanks! I'll leave the Vulkan tutorials to you :)

    • @sanjeevakaalex
      @sanjeevakaalex 8 ปีที่แล้ว

      Hey Jeffrey, Thank you so much for these tut, only one question why have you stopped making more tutorial?

  • @sunsunshine7607
    @sunsunshine7607 9 ปีที่แล้ว +2

    Thanks,it is the best tutorial

    • @jeffchastine
      @jeffchastine  9 ปีที่แล้ว +1

      Sun Sunshine Glad you liked it

  • @foreversleepy4379
    @foreversleepy4379 5 ปีที่แล้ว

    I get that the camera never moves in the camera space, but the camera has a world space position, so does the camera actually move within world space?

    • @jeffchastine
      @jeffchastine  5 ปีที่แล้ว +1

      When you see any "movement" in world space (or even rotating the camera), it's the world that moves around the camera. I would say "It's not the spoon that bends, but you" - but that's been done :)

  • @umitaykurt852
    @umitaykurt852 8 ปีที่แล้ว

    Great tutorial , it helped a lot , thank you

  • @npip99
    @npip99 11 ปีที่แล้ว

    What happened to tutorial #8?

    • @jeffchastine
      @jeffchastine  11 ปีที่แล้ว +1

      It's there - it's an Index Buffer code example. Tutorial 8 - Index Buffer Code Example in OpenGL (code)

  • @remuss7
    @remuss7 11 ปีที่แล้ว

    Thanks,man!

  • @sameerasalameh301
    @sameerasalameh301 9 ปีที่แล้ว

    you rock \m/