Grass Rendering in OpenGL - Code Review

Grass Rendering in OpenGL - Code Review

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- Some notes on strings

7 of 27

7 of 27

- Some notes on strings

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Grass Rendering in OpenGL - Code Review

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

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