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- Rendering lots of grass in OpenGL
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Classroom Contents
Grass Rendering in OpenGL - Code Review
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- 1 - Rendering lots of grass in OpenGL
- 2 - Diving into the code
- 3 - Instantiating objects in C++ vs C#/Java
- 4 - Shader class
- 5 - Variable naming conventions
- 6 - Initializing variables
- 7 - Some notes on strings
- 8 - Pass larger types by const reference
- 9 - Using correct types
- 10 - Strings in C++ and std::string_view
- 11 - .obj format
- 12 - Grass mesh
- 13 - Rendering meshes
- 14 - General notes and C++ code style
- 15 - Grass rendering and shaders
- 16 - Handling a time variable for shaders
- 17 - Storage buffers in OpenGL
- 18 - Reduce complexity in hot code paths
- 19 - How grass is actually rendered
- 20 - Grass vertex shader
- 21 - Use mat3 instead of mat4
- 22 - Reduce vertex shader complexity
- 23 - Don't reallocate GPU buffers
- 24 - Inspecting rendering using Nvidia Nsight
- 25 - Set buffer data instead of reallocating
- 26 - Grass fragment shader + improvements
- 27 - Adding variance to grass blade color