commit cd60e8baca85d0d15e40c893216a80a1ab58a3a8
parent 46f1b3bb8e8cb0d8383c72539a2e1483f750121b
Author: Kenji Matsuda <ftvda283@gmail.com>
Date: Tue, 19 Oct 2021 15:32:32 +0900
start review.html
Diffstat:
1 file changed, 10 insertions(+), 263 deletions(-)
diff --git a/translation/Getting-started/Review.html b/translation/Getting-started/Review.html
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<p>
- Congratulations on reaching the end of the <em>Getting started</em> chapters. By now you should be able to create a window, create and compile shaders, send vertex data to your shaders via buffer objects or uniforms, draw objects, use textures, understand vectors and matrices and combine all that knowledge to create a full 3D scene with a camera to play around with.</p>
+ Congratulations on reaching the end of the <em>Getting started</em> chapters. By now you should be able to create a window, create and compile shaders, send vertex data to your shaders via buffer objects or uniforms, draw objects, use textures, understand vectors and matrices and combine all that knowledge to create a full 3D scene with a camera to play around with.
+おめでとうございます。これにて<em>第一節</em>は完了です。ここまで読んだ方はウィンドウを作成し、シェーダーを作成及びコンパイルし、バッファオブジェクトやユニフォームを通して頂点のデータをシェーダーに送信し、物体を描画し、テクスチャを利用し、ベクトルや行列を理解しそれらを組み合わせて3次元の世界をカメラと共に作成することができるようになりました。
+</p>
<p>
Phew, there is a lot that we learned these last few chapters. Try to play around with what you learned, experiment a bit or come up with your own ideas and solutions to some of the problems. As soon as you feel you got the hang of all the materials we've discussed it's time to move on to the <a href="https://learnopengl.com/Lighting/Colors" target="_blank">next</a> Lighting chapters.
+ ここまで多くのことを学びました。学んだことを確認、実験し、あるいは各自のアイデアを試し、ぶつかった問題を解決して下さい。この節で学んだことを自分の物にできたら、<a href="https://learnopengl.com/Lighting/Colors" target="_blank">次</a>の照明の節に進みましょう。
</p>
<h2>Glossary</h2>
+<h2>用語集</h2>
<p>
<ul>
<li><code>OpenGL</code>: a formal specification of a graphics API that defines the layout and output of each function. </li>
+ <li><code>OpenGL</code>: グラフィックAPIの正式な仕様。各関数の入出力を定義したもの。</li>
<li><code>GLAD</code>: an extension loading library that loads and sets all OpenGL's function pointers for us so we can use all (modern) OpenGL's functions. </li>
+ <li><code>GLAD</code>: 拡張機能を読み込むライブラリ。OpenGLの関数のポイタを設定し、それらを利用可能な状態にするもの。</li>
<li><code>Viewport</code>: the 2D window region where we render to. </li>
+ <li><code>可視領域(Viewport)</code>: 映像を描画するウィンドウの2次元領域。</li>
<li><code>Graphics Pipeline</code>: the entire process vertices have to walk through before ending up as one or more pixels on the screen. </li>
<li><code>Shader</code>: a small program that runs on the graphics card. Several stages of the graphics pipeline can use user-made shaders to replace existing functionality.</li>
<li><code>Vertex</code>: a collection of data that represent a single point. </li>
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