Hello,I am a new user to this forum.
I have a beginners experience of C++ but no experience in Python,As of now I am a 3d Modeller and am trying hard to learn coding of python.
I looked at the manual and after 3 lessons,everything started getting over my head,not able to understand anything,of what are nodes etc.
Someone can please help me in learning these codes…
10 codes a day with easy beginners language…
It would be a great pleasure to you:cry:
Actually,my basic aim is to make a 3d wrestling game for which i need to understand the codes…
please buddies,help me
although noone will give private panda lessons here (at least i doubt it), you can ask any question you like, and you usualy get an helpful answer, or a link to a topic where the issue was already solved.
as for programming. having some c++ background is nice. so coding should not be all that new to you. before starting with panda i highly recommend you work through some online python tutorial to get used to the syntax the flow controll and standard types.
once you know the python basics i recommend to look at some samples. starting with the solar-system one. reading the manual once is a nice thing (just reading, not working through every single code-example). although you wont need all of it you might remember some useful things when you need them (so you can read that particular part again).
if you wonder about the node system it’s explained in the manual,too. http://www.panda3d.org/manual/index.php/The_Scene_Graph
get the hang on python. then continue with panda it’s not that hard, i did it myself (i started as 3d-artist too). took me about 2 weeks or so and i never programed before.
A “shader” always has two parts, the vertext shader and the pixel shader (sometimes called fragment shader), so there is not this one or the other one, there are always both parts.
The shader is a customization of the pipeline which is processed inside a graphics card.
The first thing you can customize is the way the model vertices get projected into the screen plane. This is the vertex shader. The vertex shader program is called once for each vertex of the model. The vertex shader gets a point as input (among other inputs), and has to return a projected point. Now every triangle of the model is a projected triangle in the “screen plane”.
The second step is to fill up the screen triangles with pixels. To do this the graphics card calls the pixel shader program for each pixel inside the projected triangle. The pixel shader gets the coordinates of the pixel inside the triangle as input (among other inputs), and it has to return a color value for this pixel. This color valude is painted to the screen.
What I explaianed is not completely correct, but I think a suitable abstraction of what shaders do.
Note that a shader doesn’t need to have both a vertex and fragment shader, strictly speaking. Just a fragment shader will do, or just a vertex shader, or even just a geometry shader.
http://en.wikipedia.org/wiki/Geometry_shader
long story short. it’s a shader which can create geometry. unlike the vertex-shader which is only able to manipulate existing geometry.