(11/26)
看了兩個tutorial在實作GLSL shading 的方法
1.glslcookbook
2.opengl-tutorial
結果兩個在vs fs的地方有出入:
opengl官方直接在 vs 裡面算完 shading,再把lightcolor 丟給 fs,
而glslcookbook 則是在vs裡面做一次導向後,實際在fs裡面實作。
這兩個方法的差異,在cookbook p61有寫:
這是Per-vertex & Per-fragment的問題,Per-vertex 缺點是只有在vertex上lighting,
有可能會在faces rendering時,少掉整個faces 上面每個點 specular light 的細節
變成所謂的Gourand shading
所以在最後fs再算才會是Phong Shading!!
-------------------------------------------------------------------------------------------------------------
GLSL Shading Methods
1.Flat Shading
in main:
//set color of the polygon which uses flat shading to be the color of the first vertex.
glProvokingVertex(GL_FIRST_VERTEX_CONVENTION);
in Shader.vs :
//adding the 'flat' qualifier indicates that no interpolation of values is to be done before reaching fragment shader!
//也就是vs裡面甚麼也不做!
flat out vec3 LightingIntensity;
in Shader.fs :
flat in vec3 LightingIntensity;
tbc....
目前在日本東京手機遊戲擔任PHP工程師,喜歡的領域是3D圖學/Rendering和遊戲設計,以這為目標努力發展中。 Currently working in a mobile game company in Tokyo.
2012年11月29日 星期四
OpenGL - programmable Pipeline, GLSL 學習(2) Switching Shaders
如何在一個程式內使用不同的shader的方法 :
http://pouet.net/topic.php?which=6164
簡而言之就是在主程式內創造多個program object,
每個各自有著不同的shader連接於其上,之後要轉換使用各種不同的shader的話就用
glUseProgram(Gluint programID)
依據keyboard input來切換不同的shader
(至於如何連接shader至program obj,我使用tutorial的shader.cpp 的code來講解
/*************************************************************************************************/
//Read the notation first!! It's just a fragment of loading shader, not a full example.
//first load the shader text in, and regard it as c string
char const * VertexSourcePointer = VertexShaderCode.c_str();
//create shader obj and compile it
glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL);
glCompileShader(VertexShaderID);
// Check Vertex Shader Compile error
glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
std::vector<char> VertexShaderErrorMessage(InfoLogLength);
glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
fprintf(stdout, "%s\n", &VertexShaderErrorMessage[0]);
//end checking compile error
// Link shader to the program
fprintf(stdout, "Linking program\n");
GLuint ProgramID = glCreateProgram();
glAttachShader(ProgramID, VertexShaderID);
glAttachShader(ProgramID, FragmentShaderID);
glLinkProgram(ProgramID);
// Check the program
glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
std::vector<char> ProgramErrorMessage( max(InfoLogLength, int(1)) );
glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
fprintf(stdout, "%s\n", &ProgramErrorMessage[0]);
//....後續還有
/*************************************************************************************************
http://pouet.net/topic.php?which=6164
簡而言之就是在主程式內創造多個program object,
每個各自有著不同的shader連接於其上,之後要轉換使用各種不同的shader的話就用
glUseProgram(Gluint programID)
依據keyboard input來切換不同的shader
(至於如何連接shader至program obj,我使用tutorial的shader.cpp 的code來講解
/*************************************************************************************************/
//Read the notation first!! It's just a fragment of loading shader, not a full example.
//first load the shader text in, and regard it as c string
char const * VertexSourcePointer = VertexShaderCode.c_str();
//create shader obj and compile it
glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL);
glCompileShader(VertexShaderID);
// Check Vertex Shader Compile error
glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
std::vector<char> VertexShaderErrorMessage(InfoLogLength);
glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
fprintf(stdout, "%s\n", &VertexShaderErrorMessage[0]);
//end checking compile error
// Link shader to the program
fprintf(stdout, "Linking program\n");
GLuint ProgramID = glCreateProgram();
glAttachShader(ProgramID, VertexShaderID);
glAttachShader(ProgramID, FragmentShaderID);
glLinkProgram(ProgramID);
// Check the program
glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
std::vector<char> ProgramErrorMessage( max(InfoLogLength, int(1)) );
glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
fprintf(stdout, "%s\n", &ProgramErrorMessage[0]);
//....後續還有
/*************************************************************************************************
2012年11月26日 星期一
Internships
今天去聽了重安學長的演講,順手找一些internships 資訊
1.Pixar TD(畢業後申請)
---------------------------------------------------------------------------------------------------------------------
2.
---------------------------------------------------------------------------------------------------------------------
3. Disney internship比較難找到ˊ~ˋ
目前找到軟工
-------------------------------------------------------------------------------------------------------------
4.兔醬 暑假也在徵實習 今年一定要申請到=口=/
> TWR3D is a world leading company in high quality stereoscopic 3D
production.
> Established since Dec. 2010, we have successfully produceded a number
> of well known work, including Seediq Bale, Black & White, Leehom Wang,
> Mayday, Bonjovi, NASA project and more for the global market. It was
> the technology behind that we were able to achieve such fruitful
> results. One of the unique features of our 3D technology is the
> cloud-based (PaaS) conversion pipeline, which provides a solid foundation
for complex stereoscopic 3D production.
>
> Now we are going to bring our cloud-based conversion pipeline to the
> next level. A number of the key components in system will be
> overhauled, and others will be added. We are looking for interns to
> join us this summer (June through September). Throughout this three
> month period, participants will have step-by-step understanding on
> how a stereoscopic 3D production is completed, know the key components
> in cloud-based computing systems, and contribute their work to make it
> better. Most importantly, you will put what you learn from school into
practice right here at CSIE!!!
>
> Can't wait to join us?
> Applicants need to have taken programming(either language) and
> database courses, and also have basic understanding on web programming
(HTML, CSS, JavaScript, and PHP).
---------------------------------------------------------------------------------------------------------------------
5.R&H 目前沒有開internship 但今年在高雄駁二開闢新據點,好希望之後能在那工作XD
(離家近),最近有開個類似訓練課程的活動
http://www.rhythm.com/jobs/kaohsiung/training-programmes/
(11/30更新)
今天去看完台大電影節開幕片-少年Pi後
會後座談請到了R&H的楊經理
結束後趁機上前跟他請教了一下如何養成往特效動畫這方面的能力
他除了給下列的建議之外,還非常歡迎我們寄信去公司詢問這個問題,可以跟R&H公司的TD們請益。
還有因為他們公司歷史頗悠久(今年25th ),很多tool都是在linux環境下所建立的。
(Pipeline TD,Linux System Administrator)
本身是跨國企業的關係,所以近日在積極將環境轉換至雲端,好讓各地的部門在合作上能更為順暢。Operations and Render Administrator
Blizzard
Technical Artist Intern
INTERNSHIP
Office: Irvine, California, United States
E-mail this job posting to a friend
Blizzard Entertainment is seeking talented, focused, organized and eager interns to join our technical art team. The technical artist intern's duties may include creating physics mesh for world and character assets, managing in-game art data, tuning graphical performance, managing render farm, and vertex skin weighting. This opportunity is ideal for a student with a strong interest in becoming a multi-disciplined technical artist. Technical art interns must be capable of coping with large and /or repetitive tasks and remain focused in a busy environment. The ideal candidate is a highly talented, eager, and organized individual with good communications skills.
Level Requirements
Currently pursuing a degree (Bachelor's, Master's, or PhD) and planning to return to school upon completion of the internship
Passion for technology and gaming
Knowledge of and experience with Blizzard Entertainment games and associated universes
Recommended Talents
Majoring in a related field (technical art, art, animation, etc.)
Quest Items
Resume
Cover Letter
Demo reel highlighting any character rigging, vertex weighting, physics mesh experience, or other art experience (please provide link to website)
Applications that do not include all required application materials will not be considered. Please review your application materials carefully before submitting. We cannot change or update your materials once you have submitted your application.
1.Pixar TD(畢業後申請)
Technical Director, Resident - Tailoring
Location: Emeryville, CA Job #: 688
Description
About Pixar Animation Studios
Pixar Animation Studios, a wholly-owned subsidiary of The Walt Disney Company, is an Academy Award®-winning film studio with world-renowned technical, creative and production capabilities in the art of computer animation. Creator of some of the most successful and beloved animated films of all time, including Toy Story, Finding Nemo, The Incredibles, Cars, Ratatouille, WALL•E, Up and most recently, Cars 2. The Northern California studio has won 29 Academy Awards® and its eleven films have grossed more than $6.5 billion at the worldwide box office to date. The next film release from Disney•Pixar is Monsters University (June 21, 2013).
About the Residency Program
The goal of the program is to provide new graduates the opportunity to apply their academic training and knowledge in a real job at Pixar. Residents will work on Pixar’s films and will have the opportunity to build their skills and learn from our creative and talented workforce. All technical “Residents” will receive ongoing mentorship and training throughout their time at Pixar. The residency is a twelve-month program. Residents will be evaluated during their term and may be considered for ongoing employment, dependent on overall performance and Studio needs.
Who Should Apply
To be eligible for a Technical Director Residency at Pixar, you must be a new graduate from a Bachelor’s, Master’s or PhD Program at the start of the residency.
Responsibilities
Qualifications
- Work with creative and technical leads to develop clothing geometry
- Work with creative and technical leads to tune clothing simulation behavior
- Ensure that the resulting digital clothing meets performance, aesthetics and robustness specifications
- Review and revise the result with the Director and the creative or technical lead
- Maintain and enhance completed results
Our Technical Director Residents will possess some or all of the following areas of experience:
Application Deadline
- A good understanding of, and experience with, clothing pattern design and clothing construction
- Experience with 3D cloth simulation preferred
- Experience with the UNIX/Linux environment preferred
- Experience with Maya or similar 3D modeling package required
- Good written and verbal communication skills are required
- Must be able to work alone and collaboratively, often with multiple tasks and under deadline pressure
- Must be open to direction and able to embrace change
All application materials must be submitted by 5:00 PM PST on October 12, 2012.
Submission Process
Once you have submitted your online application, please click on the SlideRoom link below and upload your demo reel.
- Apply online with your resume and cover letter.
- Please ensure that you have agreed to the Terms at the end of the on-line application. You will not be able to continue without this affirmation. By agreeing, you are agreeing to the terms of the Submission Release.
- A demo reel showing representative work is an important part of your application. Please check out the following link below for instructions on how to create a demo reel.
---------------------------------------------------------------------------------------------------------------------
2.
Pixar Career Opportunities: Studio Tools / Research
Software Engineer Intern - Winter 2013 (3 or 6 month term) | |
Location: | Emeryville, CA |
Job #: | 742 |
Description | |
About Pixar Animation Studios Pixar Animation Studios, a wholly-owned subsidiary of The Walt Disney Company, is an Academy Award®-winning film studio with world-renowned technical, creative and production capabilities in the art of computer animation. Creator of some of the most successful and beloved animated films of all time, including Toy Story, Finding Nemo, The Incredibles, Cars, Ratatouille, WALL•E, Up and most recently, Brave. The Northern California studio has won 29 Academy Awards® and its eleven films have grossed more than $6.5 billion at the worldwide box office to date. The next film release from Disney•Pixar is Monsters University (June 21, 2013). Responsibilities: • Develop, implement, test and support 3D animation software • Work effectively with a team of engineers, QA, Build, UI, Doc and Project Management • Work with artists and technicians to provide world class software development and support for film production Qualifications: • 2+ years of experience engineering in C / C++ / Objective-C • Extensive background in Computer Science or equivalent • Experience with modern development toolkits such as Cocoa, .NET and/or Qt • Strong object-oriented design and implementation skills Experience with UNIX / LINUX • Experience working with technical and non-technical software users • Experience and/or Knowledge of 3D graphics and interaction techniques is a plus • Knowledge of 3D graphic applications is a plus (i.e. Maya, SOFTIMAGE) • Commitment to creating world class production tools • Strong problem solving skills with high attention to detail and quality • Excellent verbal and written communication skills • Proven ability to work with a team to deliver high quality software in a fast paced, dynamic, deadline oriented environment Application Deadline Term: Starts Winter 2013 (3 months or 6 months) Please submit your cover letter and resume by November 30, 2012. |
---------------------------------------------------------------------------------------------------------------------
3. Disney internship比較難找到ˊ~ˋ
目前找到軟工
Software Engineering Internship | |
Software Engineering Internship Company Overview: Walt Disney Parks & Resorts Online (WDPRO), a division of the Walt Disney Company, creates world-class immersive experiences for premier vacation brands including Walt Disney World®, Disneyland Resort®, Hong Kong Disneyland®, Disney Cruise Line®, and Adventures by Disney®. WDPRO has offices in Los Angeles, Anaheim, Hong Kong, and Orlando where we design and develop results-driven online applications and marketing web sites. | |
Role Overview Walt Disney Parks & Resorts Online is looking for the best technical talent to design and deliver Disney websites and digital services. This position supports the Walt Disney World suite of web applications. The individual for this position should have a passion for analysis, design, implementation and testing of application software. A Software Engineering intern should be capable of working as an individual contributor on a team and open to learning new technologies. Critical thinking, documentation, communication, project leadership and pride in work are all skills critical to success in this role. | |
Required Qualifications:
| |
Desired Qualifications:
| |
Digital / InteractiveLeisure and TravelOnline | |
Internship Eligibility:
Program Length: The approximate dates of this internship are May/June 2013 through August/Sept. 2013. Interns must be fully available for the duration of the internship. Application Deadline: The deadline to apply for this internship is November 23, 2012. Attention International Students: If you are currently studying in the United States on an F-1 or J-1 Visa and do not have a Social Security number, please contact our office at 407-828-1736 PRIOR to applying. Recommendation – Print This Role Description: Strong candidates may be invited to complete a phone interview. We strongly encourage applicants to print a copy of this role description so they can refer to it in the event they are selected for a phone interview. Note that this role description will not be accessible once the posting is closed on November 23. | |
Professional Internship | |
Glendale | |
CA | |
US | |
65523BR |
-------------------------------------------------------------------------------------------------------------
4.兔醬 暑假也在徵實習 今年一定要申請到=口=/
> TWR3D is a world leading company in high quality stereoscopic 3D
production.
> Established since Dec. 2010, we have successfully produceded a number
> of well known work, including Seediq Bale, Black & White, Leehom Wang,
> Mayday, Bonjovi, NASA project and more for the global market. It was
> the technology behind that we were able to achieve such fruitful
> results. One of the unique features of our 3D technology is the
> cloud-based (PaaS) conversion pipeline, which provides a solid foundation
for complex stereoscopic 3D production.
>
> Now we are going to bring our cloud-based conversion pipeline to the
> next level. A number of the key components in system will be
> overhauled, and others will be added. We are looking for interns to
> join us this summer (June through September). Throughout this three
> month period, participants will have step-by-step understanding on
> how a stereoscopic 3D production is completed, know the key components
> in cloud-based computing systems, and contribute their work to make it
> better. Most importantly, you will put what you learn from school into
practice right here at CSIE!!!
>
> Can't wait to join us?
> Applicants need to have taken programming(either language) and
> database courses, and also have basic understanding on web programming
(HTML, CSS, JavaScript, and PHP).
---------------------------------------------------------------------------------------------------------------------
5.R&H 目前沒有開internship 但今年在高雄駁二開闢新據點,好希望之後能在那工作XD
(離家近),最近有開個類似訓練課程的活動
http://www.rhythm.com/jobs/kaohsiung/training-programmes/
(11/30更新)
今天去看完台大電影節開幕片-少年Pi後
會後座談請到了R&H的楊經理
結束後趁機上前跟他請教了一下如何養成往特效動畫這方面的能力
他除了給下列的建議之外,還非常歡迎我們寄信去公司詢問這個問題,可以跟R&H公司的TD們請益。
還有因為他們公司歷史頗悠久(今年25th ),很多tool都是在linux環境下所建立的。
(Pipeline TD,Linux System Administrator)
本身是跨國企業的關係,所以近日在積極將環境轉換至雲端,好讓各地的部門在合作上能更為順暢。Operations and Render Administrator
所以目前在技術方面目前亟需linux人才﹑以及對於opensource軟體有研究,擅長於cloud computing的人才。(opencloud,Eucalyptus 自己列舉的)
明年農曆年後高雄部門會settle down,之後有可能就會開出些intern的位置。
可以隨時注意資訊!
可以隨時注意資訊!
Blizzard
Technical Artist Intern
INTERNSHIP
Office: Irvine, California, United States
E-mail this job posting to a friend
Blizzard Entertainment is seeking talented, focused, organized and eager interns to join our technical art team. The technical artist intern's duties may include creating physics mesh for world and character assets, managing in-game art data, tuning graphical performance, managing render farm, and vertex skin weighting. This opportunity is ideal for a student with a strong interest in becoming a multi-disciplined technical artist. Technical art interns must be capable of coping with large and /or repetitive tasks and remain focused in a busy environment. The ideal candidate is a highly talented, eager, and organized individual with good communications skills.
Level Requirements
Currently pursuing a degree (Bachelor's, Master's, or PhD) and planning to return to school upon completion of the internship
Passion for technology and gaming
Working knowledge of Maya and Photoshop
Knowledge of a scripting language (MEL, Python, Lua, etc.)
A strong interest in becoming a multi-disciplined technical artistKnowledge of and experience with Blizzard Entertainment games and associated universes
Recommended Talents
Majoring in a related field (technical art, art, animation, etc.)
Quest Items
Resume
Cover Letter
Demo reel highlighting any character rigging, vertex weighting, physics mesh experience, or other art experience (please provide link to website)
Applications that do not include all required application materials will not be considered. Please review your application materials carefully before submitting. We cannot change or update your materials once you have submitted your application.
2012年11月25日 星期日
OpenGL - Environment setting 環境設定
11/24 Day2
安裝環境
找了很多網路上面的教學 還是官方比較好 雖然他講的很籠統= =
http://glew.sourceforge.net/ install.html
GL RENDERER = GeForce GT 240/PCIe/SSE2
GL VENDOR = NVIDIA Corporation
GL VERSION = 3.3.0
GLSL's Version = 3.30 NVIDIA via Cg compiler
以上為我電腦的環境資料;Coding IDE使用M$ Visual Studio 2010
*在安裝環境之前有先從Nvidia官網下載 update GPU driver。
方法:
[首先放lib檔]
1. 下載 freeglut , glew32 binary 檔 (都是要32 bit)
2. 將兩個的bin files放在:
a. C:\Windows\SysWOW64
b. %PROGRAMFILES(X86)\VX.X(版本)\ lib 兩個中
/*IMPORTANT : 32bit 的 freeglut.dll 放在SysWOW64中,64版的不行!!!!!!!! */
3. 將兩個的.h 標頭檔放在:
%PROGRAMFILES(X86)\VX.X\ Include\gl 中
這樣所需檔案就放好了,接下來改設定VS2010的環境
[VS2010 Project Properties]
------------------------------ -------------
另外紀錄步驟一下 在嘗試過程有使用glew source pack裡面的 build\VS
四個檔案build完會產生 glew32d.dll 和 glew32d.lib 但我後來把這個刪掉了
還有使用glew binary pack的時候
有執行過bin\glewinfo visualinfo
雖然也不知道會有甚麼影響啦XD
------------------------------ -------------
This won't work:
http://stackoverflow.com/questions/4711113/glew-in-vs-2010-unresolved-external-symbol-imp-glewinit
Mainly based on this one:
http://openglbook.com/setting-up-opengl-glew-and-freeglut-in-visual-c/
但有些步驟有問題(像是改成C編譯那部,我只有取其中一些做)
glfw要先安裝
http://stackoverflow.com/questions/7139086/static-compile-glfw
安裝環境
找了很多網路上面的教學 還是官方比較好 雖然他講的很籠統= =
http://glew.sourceforge.net/
GL RENDERER = GeForce GT 240/PCIe/SSE2
GL VENDOR = NVIDIA Corporation
GL VERSION = 3.3.0
GLSL's Version = 3.30 NVIDIA via Cg compiler
以上為我電腦的環境資料;Coding IDE使用
*在安裝環境之前有先從Nvidia官網下載 update GPU driver。
方法:
[首先放lib檔]
1. 下載 freeglut , glew32 binary 檔 (都是要32 bit)
2. 將兩個的bin files放在:
a. C:\Windows\SysWOW64
b. %PROGRAMFILES(X86)\VX.X(版本)\
/*IMPORTANT : 32bit 的 freeglut.dll 放在SysWOW64中,64版的不行!!!!!!!! */
3. 將兩個的.h 標頭檔放在:
%PROGRAMFILES(X86)\VX.X\
這樣所需檔案就放好了,接下來改設定VS2010的環境
----------------------------------------------------------------------------------------------------
[VS2010 Project Properties]
以下都在改project的屬性 //不確定的步驟我打上*號
4. VC++ Directories -> Library Directories 增加上
C:\Program Files (x86)\Microsoft SDKs\Windows\v7.0A\Lib\glew32. lib
*和C:\Program Files (x86)\Microsoft SDKs\Windows\v7.0A\Lib\
(這個Macro應該預設就有
*5. /* IMPORTANT!!! */ 11/25補 ((後來編譯發現這步驟不用做= =
在C/C++ -> Preprocessor -> Preprocessor Definition裡加上
"GLEW_BUILD" !!!! ((這步驟官網講得頗籠統 還有若是include glew.c file則要加"GLEW_STATIC"
6. linker -> input -> additional dependencies 加上 "glew32.lib freeglut.lib"
(linker -> general -> show progress 選 display all configurations 可以在compile時於output看到有沒有連到libra ry)
[Include GLM and GLFW]
/*GLM (Mathematics) is a header on C++, as an extension of GLSL, */
GLM、GLFW相對於上面兩套lib安裝方式我採用直接include 檔案這個較簡單的方法。
直接下載完後將裡面所需的.hpp include 至標頭就大功告成,詳細說明有官網的spec,可以參考看看
(在 project proporties -> VC++ Dir -> Include Dir 增加 .h檔案位置
project proporties -> C/C++ General -> Additional Include Dir 增加 .hpp檔案位置
以上就是我記錄的步驟
((但目前裝完後幫艾斯後還是有問題 再找時間找我到底還有改哪裡= =||
4. VC++ Directories -> Library Directories 增加上
C:\Program Files (x86)\Microsoft SDKs\Windows\v7.0A\Lib\glew32.
*和C:\Program Files (x86)\Microsoft SDKs\Windows\v7.0A\Lib\
(這個Macro應該預設就有
*5. /* IMPORTANT!!! */ 11/25補 ((後來編譯發現這步驟不用做= =
在C/C++ -> Preprocessor -> Preprocessor Definition裡加上
"GLEW_BUILD" !!!! ((這步驟官網講得頗籠統 還有若是include glew.c file則要加"GLEW_STATIC"
6. linker -> input -> additional dependencies 加上 "glew32.lib freeglut.lib"
(linker -> general -> show progress 選 display all configurations 可以在compile時於output看到有沒有連到libra
[Include GLM and GLFW]
/*GLM (Mathematics) is a header on C++, as an extension of GLSL, */
GLM、GLFW相對於上面兩套lib安裝方式我採用直接include 檔案這個較簡單的方法。
直接下載完後將裡面所需的.hpp include 至標頭就大功告成,詳細說明有官網的spec,可以參考看看
(在 project proporties -> VC++ Dir -> Include Dir 增加 .h檔案位置
project proporties -> C/C++ General -> Additional Include Dir 增加 .hpp檔案位置
以上就是我記錄的步驟
((但目前裝完後幫艾斯後還是有問題 再找時間找我到底還有改哪裡= =||
------------------------------
另外紀錄步驟一下 在嘗試過程有使用glew source pack裡面的 build\VS
四個檔案build完會產生 glew32d.dll 和 glew32d.lib 但我後來把這個刪掉了
還有使用glew binary pack的時候
有執行過bin\glewinfo visualinfo
雖然也不知道會有甚麼影響啦XD
------------------------------
This won't work:
http://stackoverflow.com/questions/4711113/glew-in-vs-2010-unresolved-external-symbol-imp-glewinit
Mainly based on this one:
http://openglbook.com/setting-up-opengl-glew-and-freeglut-in-visual-c/
但有些步驟有問題(像是改成C編譯那部,我只有取其中一些做)
----------------------------------------------------------------------------
[run on linux]
相對簡單很多
先用apt-cache search 需要的lib : libglew, libglew-dev, libglm, .....
glfw要先安裝
http://stackoverflow.com/questions/7139086/static-compile-glfw
主要是在Makefile裡面設定 glm glfw的位置
static library:
http://stackoverflow.com/questions/7132340/static-build-glew-glfw-on-linux
-L[Path]
-I[Lib]
-lGLEW -lm
OpenGL - programmable Pipeline ,GLSL 學習(1)
官方toturial:
http://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices/
看完畫三角形的教學和老師給的code稍微搞懂
如果要用programmable opengl的話要重寫HW2
附檔裡面使用蠻多deprecated functions
然後他提供的textfile.cpp的用意是
因為之後要自己寫flat ground phong 三種shading
一個shading 法額外存一個GLSL external file (副檔名可為.txt or .glsl, 這不重要
而老師提供的那個就只是幫助我們把他read進來
純粹讀文字的檔案
-----(紀錄一下)
心得: 直接搬運toturial code比較快 =3=
--
待補~
---------------------------------
11/25
Homogeneous Coordinates
[x,y,z,w]
移動 w=0 的direction 沒有意義。(EX: Translate Matrix : dx, dy, dz * w = 0, 等於沒乘)
1.Translation
http://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices/
看完畫三角形的教學和老師給的code稍微搞懂
如果要用programmable opengl的話要重寫HW2
附檔裡面使用蠻多deprecated functions
然後他提供的textfile.cpp的用意是
因為之後要自己寫flat ground phong 三種shading
一個shading 法額外存一個GLSL external file (副檔名可為.txt or .glsl, 這不重要
而老師提供的那個就只是幫助我們把他read進來
純粹讀文字的檔案
-----(紀錄一下)
心得: 直接搬運toturial code比較快 =3=
--
待補~
---------------------------------
11/25
Homogeneous Coordinates
[x,y,z,w]
- If w == 1, then the vector (x,y,z,1) is a position in space.
- If w == 0, then the vector (x,y,z,0) is a direction.
移動 w=0 的direction 沒有意義。(EX: Translate Matrix : dx, dy, dz * w = 0, 等於沒乘)
1.Translation
//in c++ using GLM
glm::mat4 myMatrix = glm::translate(10,0,0);
//GLSL
vec4 transformedVector = myMatrix * myVector;
這個有基本GLSL介紹: 寫得還蠻易懂的
http://www.packtpub.com/article/tips-tricks-getting-started-with-opengl-glsl-4
12/04
Compile時候發現 fragment shader附檔名不能叫做.fs ,會跟F#檔案相衝突
(F#不吃Hard Tab)
2012年11月16日 星期五
[前瞻HW]U-bike
這次前瞻出的題目是要我們找個未曾使用過Ubike的人來測試,紀錄使用上UX有哪些可改進之處。
因為我自己也沒有使用過Ubike,所以就藉這個機會來去嘗試玩一下。
以下為碰到的一些注意點:
1. 一開始申請的頁面並沒有讓初次使用的使用者一眼就了解要先註冊成會員才能單次取車。
在嘗試多次單程取車未果下(沒有信用卡),問了個騎著Ubike回來還車的路人才知道要先申請成為會員後才能使用悠游卡租車。
2. 借車上並沒有什麼問題,但在使用時沒有能提供使用者使用多久和附近有哪些服務站的資訊,我覺得這點可以靠在車上安裝計時器,並開發應用程式讓使用者知道臨近服務站的位址與到達方法,也可以順便結合地圖索引和所在城市的腳踏車步道資訊等建議。
因為我自己也沒有使用過Ubike,所以就藉這個機會來去嘗試玩一下。
以下為碰到的一些注意點:
1. 一開始申請的頁面並沒有讓初次使用的使用者一眼就了解要先註冊成會員才能單次取車。
在嘗試多次單程取車未果下(沒有信用卡),問了個騎著Ubike回來還車的路人才知道要先申請成為會員後才能使用悠游卡租車。
2. 借車上並沒有什麼問題,但在使用時沒有能提供使用者使用多久和附近有哪些服務站的資訊,我覺得這點可以靠在車上安裝計時器,並開發應用程式讓使用者知道臨近服務站的位址與到達方法,也可以順便結合地圖索引和所在城市的腳踏車步道資訊等建議。
訂閱:
文章 (Atom)