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Exercise 4
There was no info about "&&" in the previous lessons.
I would start with information that you can use && like in JS (preferably with short code sample)
for example: a < b == lessThan(a, b)
In my opinion shuld be extended with something like:
for example: a < b == lessThan(a, b) == bvec(bool, bool)
to make sure it's obvious what is the type of the result.
Then in "boolean vectors" I would appreciate if it would be explained when and why should I use all/any functions.
Something like:
"Instead of writing p.x && p.y && p.z on bvec3 you can use handy function: all(p) that will do the same thing.
I may add feedback to other lessons here but feel free to close it earlier.
Exercise 5
float x = 0.0;
for(int i=0; i<100; ++i) {
x += i; //Executes 100 times
}
Actually I had to change it to i<=100 to make it work and I wasn't something I was expecting:
float x = 0.0;
for(int i=0; i<=100; ++i) {
x += i; //Executes 100 times
}
Exercise 6
It would be great to have a reminder somewhere that I can't use n in for(int i = 0; i < N; i++) and I have to use static number for(int i = 0; i < 16; i++)
#104 helped a lot :)
Exercise 7
Something about length or distance or just link to the documentation would help a lot.
Exercise 8
frag-2
There is no info which color to set if fragments is not discarded, but the only one that worked was:
gl_FragColor = vec4(1,1,1,1);
Exercise 10
I had no idea how to solve it.
I would say this one is really to hard, even looking at the result it's not clear what really happens here or why multiplication is the same as rotation... Really confusing.
//this matrix is really magical for me, how am I supposed to know
//that I have to create rotation matrix and even then
//how am I supposed to figure out the order of cos and sin not to mention
//the signs...
mat2 rot = mat2(c, s, -s, c);
Exercise 13 geom-2
- The test passes without any changes - that's probably a bug :)
- Is there anywhere mentioned what different position in matrix do? I don't think so, yet user has to know magical positions in the matrix to do the translation.
- Translate function - I can't see how this code sample with vector is supposed to be helpful? It adds up to the confusion in my opinion.
- At the end I have noticed the link to wikipedia. This one was helpful, I just didn't notice it at first...
Exercise 14 geom-3
Link to https://en.wikipedia.org/wiki/Scaling_(geometry) would be helpful
Exercise 15 geom-4
No idea where where to get this:
n = normalize(n);
return mat4(1.0-2.0*n.x*n.x, -2.0*n.y*n.x, -2.0*n.z*n.x, 0,
-2.0*n.y*n.x, 1.0-2.0*n.y*n.y, -2.0*n.z*n.y, 0,
-2.0*n.z*n.x, -2.0*n.y*n.z, 1.0-2.0*n.z*n.z, 0,
0, 0, 0, 1);
If it's obvious easy to find then maybe there should be some required reding before?
Light 1
"That is, there is some parameter called kA which just determines the color of each fragment."
ambient parameter is supposed to determine color.
Light 2
- No idea what lamber weight code is for.
- Reflected light code - useful
- Parallel distance - no idea how to use
All in all fragment shader was pretty easy but I had no idea how to create fragNormal and that I needed worldNormal not to menion how to create it.
Light 3
Just to hard for me :(