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1
- Rendering lots of grass in OpenGL
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- Diving into the code
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- Instantiating objects in C++ vs C#/Java
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- Shader class
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- Variable naming conventions
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- Initializing variables
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- Some notes on strings
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- Pass larger types by const reference
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- Using correct types
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- Strings in C++ and std::string_view
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- .obj format
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- Grass mesh
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- Rendering meshes
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- General notes and C++ code style
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- Grass rendering and shaders
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- Handling a time variable for shaders
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- Storage buffers in OpenGL
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- Reduce complexity in hot code paths
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- How grass is actually rendered
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- Grass vertex shader
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- Use mat3 instead of mat4
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- Reduce vertex shader complexity
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- Don't reallocate GPU buffers
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- Inspecting rendering using Nvidia Nsight
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- Set buffer data instead of reallocating
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- Grass fragment shader + improvements
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- Adding variance to grass blade color
Description:
Dive into an in-depth code review video focusing on grass rendering in OpenGL. Learn about efficient object instantiation in C++, shader class implementation, variable naming conventions, and proper initialization techniques. Explore string handling, type usage, and the intricacies of the .obj format. Gain insights into grass mesh creation, rendering techniques, and C++ code style best practices. Discover optimization strategies for grass rendering, including time variable handling, storage buffer usage, and complexity reduction in hot code paths. Analyze grass vertex and fragment shaders, with tips on using mat3 instead of mat4 and adding color variance to grass blades. Utilize Nvidia Nsight for rendering inspection and learn how to optimize GPU buffer allocation for improved performance.

Grass Rendering in OpenGL - Code Review

The Cherno
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