Introduction to Opengl Fixedfunctionpipeline Discosphere Jogl
Let's dive into the details surrounding Opengl Fixedfunctionpipeline Discosphere Jogl. Simple "
Opengl Fixedfunctionpipeline Discosphere Jogl Comprehensive Overview
"Cubemapping" using the Same code as in the basic "Particle System" routine, but varied parametes. With particle system I guess decent configuration is ... Simple
BufferedImage to simple cube geometry converter.
Summary & Highlights for Opengl Fixedfunctionpipeline Discosphere Jogl
- Simply renders a fullscreen quad filled with a 2D texture to a FBO wich is afterwards used as texture for a pre-/post-/blender-filter.
- Another variation of the "Basic Particle System" routine, but this time with 950.000 particles per frame (4x more as before).
- Simple "Spheremapping" test.
- OpenGL JOGL
- Basic stateless "Particle System" calculated entirely as vertex shader.
That wraps up our extensive overview of Opengl Fixedfunctionpipeline Discosphere Jogl.