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Pages
| Home | Last updated |
| Lesson 0: getting started | Last updated |
| Lesson 1: Bresenham’s Line Drawing Algorithm | Last updated |
| Lesson 2: Triangle rasterization and back face culling | Last updated |
| Lesson 3: Hidden faces removal (z buffer) | Last updated |
| Lesson 4: Perspective projection | Last updated |
| Lesson 5: Moving the camera | Last updated |
| Lesson 6: Shaders for the software renderer | Last updated |
| Lesson 6bis: tangent space normal mapping | Last updated |
| Lesson 7: Shadow mapping | Last updated |
| Lesson 8: Ambient occlusion | Last updated |
| Lesson 9: Real OpenGL (GLSL) application | Last updated |
| Technical difficulties: cpp classes for vectors and matrices | Last updated |
| Technical difficulties: linear interpolation with perspective deformations | Last updated |
| Visual troubleshooting | Last updated |