Комментарии:
But why and how is PX being divided by FOV when we get projected X?
ОтветитьActually a really awesome video and it helped me a lot, however the window was rendering solid black and yeah idk what's really going on. I tried printing the errors to console and it just says "Out of Memory". Any idea why?
ОтветитьBro when are you coming back? I just found this channel for something I am working on, but your quality is so nice! Please come back soon!
ОтветитьThank you very much, bro!
ОтветитьLet me clarify, is a renderer just a program projecting 3D object to the 2D screen?
Ответитьthis is amazing
ive always been fascinated by how 3d renderers work, and ive always wanted to be able to build one, but it all seemed so complex. i
ive started studying trigonimetry which has always been my weakest subject, and i must say that noticing some concepts from trigonometry used in this video feels so satisfying. You have really given me a hope that i can attempt thi and possibly get a deeper understanding of renderers. thank you for the simple, intuitive explanation <3
nice video, you had a cold ?
ОтветитьThanks so much for this tutorial it was simple and straight forward!it helped me make it work on my arduino display :D
ОтветитьF*ck you for saying FOV is focal length and calling lines vertecies but the prespective projection explanation was really nice on point and easy to follow <3
Ответитьwhere code?
ОтветитьGreat video. I’m waiting for the next one.
Ответитьadd textures in the next video
ОтветитьTHANK YOU BROOOOOOOO
Ответитьit starts glitching when objects go behind camera, what do I do?
ОтветитьHi
Mine just shows a black screen and idk what i did wrong since i copied everytinh exaclty as you showed :(
Very simple and straight forward. Good job explaining it! Very clear! Thanks for the vid!
ОтветитьHow to check if points is invisible ( covered by faces)?
ОтветитьCan't blame anyone this tutorial is for free.
ОтветитьIs there anywhere the source code for this project?
Ответитьthx
ОтветитьStraight to the point.
ОтветитьIm a sucker for this stuff, I worked it out in my own in visual basic in highschool for fun and this really reminds me of it, so now im gonna try rewritting it in c++ and adding other features like being usable and not wireframe
Ответитьi was hoping to see an explanation on how to not draw whats far in the same spot as what's near after drawing what's near
ОтветитьCalling the focal length the FOV (field of view) is very strange, they are separate things.
ОтветитьIs there a way to add textures?
Ответитьgreat content!
ОтветитьWow 😍
Ответитьi think i've never subbed to a person this quick. im literaly less than 1 min in 🤣🤣
ОтветитьThanks you this video is very helpful.
ОтветитьCan you share the music
ОтветитьI think when you said vertexes, I think you you meant indices which describe the draw order, because some sides share the same points and you would end up drawing the same point more than once
Ответитьsimple🤣🤣
ОтветитьWow very impressive but i code it with ascii
ОтветитьVery helpful. I was gonna try and make a 3D render in javascript for fun but wasn't sure what concepts I needed to understand. Thanks
Ответитьyou need to make more stuff, i dont think i was expecting sdl to pull off 3d drawing for some reason lol at least smooth anyways.
ОтветитьThanks for the eplanation. Is there a repository where anyone can check the code you wrote?
ОтветитьMf using ms paint
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