Step deep into GLSL

1 Lighting computation is handled in eye space(需要根据眼睛的位置来计算镜面发射值有多少进入眼睛), hence, when using GLSL (GPU) to do so, we need to transform vertex from local space to eye space in vertex processor.

2 vec4 ftransform(): 将vertex从eye space转到clip space

3 why procedural texture (generated from the program not by reading from the image) is infinite?

Because we could draw a 3D scene in the computer, this scene is infinite. We see it from a certain direction then use this view (frame) (就是用此时看到的情景作为texture) as texture. Hence, the texture is like the scene we view in natural life, it is infiinite.

4 bump mapping 示例

5 Refraction (折射) 示例

原文地址:https://www.cnblogs.com/qingsunny/p/3320396.html