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POSTS 27 posts

05 | Shading (Illumination Models and Texture Mapping)

Z-buffer depth test, Blinn-Phong reflectance model, shading frequencies, graphics pipeline and shaders, texture mapping, barycentric coordinates, bilinear interpolation, Mipmap and trilinear interpolation, environment mapping, normal mapping, shadow mapping

11 | GLSL Math Functions

Built-in GLSL math functions (mix/step/smoothstep/sin/cos/pow), vector operations (dot/cross/normalize), drawing basic shapes with math, fract/mod periodic functions, coordinate transforms and UV mapping

10 | GLSL Basics

Vertex/Fragment shader execution flow, gl_Position / gl_FragColor, attribute / uniform / varying channels, ShaderMaterial vs RawShaderMaterial, GLSL strong typing and built-in functions

08 | Model Loading

GLTF/GLB format details, GLTFLoader, Draco compression, LoadingManager progress, model auto-scaling and centering, LOD strategy, AnimationMixer

07 | Scene Graph and Transformations

Scene graph tree structure, parent-child relationships and transform inheritance, local vs world coordinate systems, Object3D grouping, scene.traverse() traversal, AxesHelper/GridHelper debugging

06 | Textures and Mapping

TextureLoader, UV coordinates and texture mapping, repeat/offset/wrap control, CubeTextureLoader skybox, environment map and reflection, RGBELoader HDRI