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WEBGL debug renderer info extension survey results. This post discusses the WebGL extension WEBGL debug render info. Some issues with Apples iOS WebGL implementation. Now that Apple has released iOS 8 beta, I had a look at their WebGL implementation in mobile safari. I think it's great that WebGL is finally coming to iOS. WebGL Stats Version 2. I have gotten around to update WebGL Stats. Which is a rewrite from scratch with a whole lot of new features, so give it a spin. How to write portable WebGL.

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WEBGL debug renderer info extension survey results. This post discusses the WebGL extension WEBGL debug render info. Some issues with Apples iOS WebGL implementation. Now that Apple has released iOS 8 beta, I had a look at their WebGL implementation in mobile safari. I think it's great that WebGL is finally coming to iOS. WebGL Stats Version 2. I have gotten around to update WebGL Stats. Which is a rewrite from scratch with a whole lot of new features, so give it a spin. How to write portable WebGL.
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Main - Codeflow | codeflow.org Reviews

https://codeflow.org

WEBGL debug renderer info extension survey results. This post discusses the WebGL extension WEBGL debug render info. Some issues with Apples iOS WebGL implementation. Now that Apple has released iOS 8 beta, I had a look at their WebGL implementation in mobile safari. I think it's great that WebGL is finally coming to iOS. WebGL Stats Version 2. I have gotten around to update WebGL Stats. Which is a rewrite from scratch with a whole lot of new features, so give it a spin. How to write portable WebGL.

SUBDOMAINS

lithosphere.codeflow.org lithosphere.codeflow.org

Lithosphere

It allows you to create and export material. Intended for use in realtime graphics applications. All terrain algorithms are implemented as. Operating on floating point textures. This allows. Of the terrain. A graph of nodes is evaluated in order to arrive at the terrain output. Save/Open of scene.lth files. Simplex noise height source. Wind and Erosion algorithms. Float array and DXF mesh export. OpenGL shading language version 1.20. GL ARB texture float. GL ARB pixel buffer object. Intel Quad Core CPU.

INTERNAL PAGES

codeflow.org codeflow.org
1

High Performance JS heatmaps - Codeflow

http://codeflow.org/entries/2013/feb/04/high-performance-js-heatmaps

High Performance JS heatmaps. You might have encountered heatmaps. For data visualization before. There is a fabulous library, heatmap.js. Which brings that capability to draw them to javascript. There is only one problem, it is not exactly fast. Sometimes that doesn't matter. But if you have hundreds of thousands of data points to plot, or need realtime performance, it gets tricky. To solve that I've written a little engine using WebGL for drawing heatmaps. Webgl is not supported". Add a data point.

2

Some issues with Apples iOS WebGL implementation - Codeflow

http://codeflow.org/entries/2014/jun/08/some-issues-with-apples-ios-webgl-implementation

Some issues with Apples iOS WebGL implementation. Now that Apple has released iOS 8 beta, I had a look at their WebGL implementation in mobile safari. I think it's great that WebGL is finally coming to iOS. However I could not help to notice some shortcomings of their implementation, and I'd like to expand upon those in this post. Update: iOS 9.3. Update: iOS 8 Beta 3. Update: iOS 8 Beta 2. Hardcoded constraints on iOS. Present natively but missing in WebGL. Update: iOS 9.3. WEBGL draw buffers 133634.

3

WebGL Deferred Irradiance Volumes - Codeflow

http://codeflow.org/entries/2012/aug/25/webgl-deferred-irradiance-volumes

WebGL Deferred Irradiance Volumes. The problem of lighting 3D scenes in hardware accelerated rasterized rendering is really hard to solve. There are no 100% solutions, and what seems perfectly obvious to the uninitiated (light just bounces. Around) is extremely hard to do in practise. The following blog post is about one such method that I wanted to try out for a long time. You can try the live demo. The code for this demo is on Github. Preparing to render the Scene. The basic idea of the technique is to:.

4

Verlet collision with impulse preservation - Codeflow

http://codeflow.org/entries/2010/nov/29/verlet-collision-with-impulse-preservation

Verlet collision with impulse preservation. This article presents a system to integrate verlet. Physics collision with preservation of impulse. Normally verlet physics annihilates a lot of energy from a system, which makes it very stable but also quite unrealistic. Additionally simple methods of preserving impulse yield very unstable systems, a limitation which can be overcome by two steps of integration, one for at-rest acceleration canceling, and one with impulse preservation. The solution sneak peak.

5

OpenGL 4 Tessellation - Codeflow

http://codeflow.org/entries/2010/nov/07/opengl-4-tessellation

I bought a new graphics. Card which is OpenGL 4.1. Compatible. And since tessellation is hot. This article explains how to use tessellation to LOD. I am going to assume knowledge of the OpenGL pipeline and API, matrix and vector math, vertex and fragment shader programming and if you want to try it, OpenGL 4/DX11 compatible hardware. The terrain in this video is rendered from a 4096x4096 pixel. Heightmap, normalmap and texture. It consists of 128x128 patches. Each of which can be divided up to 64 times.

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broniac.blogspot.com broniac.blogspot.com

bronx's blog: December 2012

http://broniac.blogspot.com/2012_12_01_archive.html

Wednesday, December 5, 2012. Camera Space Shadow Mapping (CSSM). Subscribe to: Posts (Atom). C makes it easy to shoot yourself in the foot. C makes it harder, but when you do, you blow away your whole leg! 8212; Bjarne Stroustrup. Camera Space Shadow Mapping (CSSM). View my complete profile. Compact Normal Storage for small G-Buffers. Simple template. Template images by gaffera.

vispy.org vispy.org

Resources — VisPy

http://vispy.org/resources.html

There is a actually a lot of online resources, here is only a small selection. VisPy will eventually provide high-level facilities to let scientists create high-quality, high-performance plots without any knowledge of OpenGL. In the meantime, you can learn more about modern OpenGL in the references below. Even when VisPy is mature enough, knowing OpenGL will still let you write entirely custom interactive visualizations that fully leverage the power of GPUs. A new OpenGL introduction. Is an app for 3D gr...

lighthouse3d.com lighthouse3d.com

Tutorials » Lighthouse3d.com

http://www.lighthouse3d.com/category/tutorials

Mostly about 3D graphics. Very Simple * Libs. CG Course at edX. By Ravi Ramamoorthi (UC San Diego, USA). Interactive Computer Graphics with WebGL. By Edward Angel (University of New Mexico, USA). Introduction to Programming with MATLAB. By Akos Ledeczi, Michael Fitzpatrick, Robert Tairas (Vanderbilt University, USA). Siggraph University – An Introduction to OpenGL Programming. This is just one of the many videos available at the ACM Siggraph YouTube Channel. Definitely worth a visit. Is available at EdX,...

lighthouse3d.com lighthouse3d.com

Very Simple * Libs » Lighthouse3d.com

http://www.lighthouse3d.com/very-simple-libs

Mostly about 3D graphics. Very Simple * Libs. Very Simple * Libs. This is the home page for some (very simple) libraries to work with core OpenGL. The Very Simple * Libs (VS*L) are a set of classes that aim at providing developers with tools to make their life easier. The following simplified class diagram shows all the libs and their relationships. Checkout the requirements and downloads. Very Simple Font Library. Very Simple OpenGL Information Lib. This lib attempts to provide all the information with ...

lighthouse3d.com lighthouse3d.com

WebGL Insights – Call For Authors » Lighthouse3d.com

http://www.lighthouse3d.com/2014/09/webgl-insights-call-for-authors

Mostly about 3D graphics. Very Simple * Libs. WebGL Insights – Call For Authors. Patrick Cozzy, one of the editors from OpenGL Insights. Is searching for authors and proposals for a new book on WebGL. Based on the same spirit as OpenGL Insights, it is certainly a book that will be very useful. Leave a Reply Cancel reply. WebGL – Basic Material List from Teapots.c. GLUT Tutorial is now on GitHub. GLSL Tutorial – Core. GLSL Tutorial – Vertex Shader. Keyboard Example: Moving the Camera. Hugo Elias' Site.

broniac.blogspot.com broniac.blogspot.com

bronx's blog: Rectilinear Texture Warping for Fast Adaptive Shadow Mapping.

http://broniac.blogspot.com/2012/06/rectilinear-texture-warping-for-fast.html

Wednesday, June 13, 2012. Rectilinear Texture Warping for Fast Adaptive Shadow Mapping. Subscribe to: Post Comments (Atom). C makes it easy to shoot yourself in the foot. C makes it harder, but when you do, you blow away your whole leg! 8212; Bjarne Stroustrup. Rectilinear Texture Warping for Fast Adaptive Shad. OpenGL and Partially Resident Textures. View my complete profile. Compact Normal Storage for small G-Buffers. Simple template. Template images by gaffera.

broniac.blogspot.com broniac.blogspot.com

bronx's blog: June 2012

http://broniac.blogspot.com/2012_06_01_archive.html

Wednesday, June 13, 2012. Rectilinear Texture Warping for Fast Adaptive Shadow Mapping. Monday, June 4, 2012. OpenGL and Partially Resident Textures. Http:/ renderingpipeline.com/2012/03/partially-resident-textures-amd sparse texture/. Subscribe to: Posts (Atom). C makes it easy to shoot yourself in the foot. C makes it harder, but when you do, you blow away your whole leg! 8212; Bjarne Stroustrup. Rectilinear Texture Warping for Fast Adaptive Shad. OpenGL and Partially Resident Textures.

glumpy.github.io glumpy.github.io

Resources

http://glumpy.github.io/resources.html

There is a actually a lot of online resources, here is only a small selection. Contains fundamental OpenGL tutorials and notes.All example programs are written by C with Code: Blocks and Orwell Dev-C , as well as makefiles for Linux and Mac. A new OpenGL introduction. That walks through the parts that are still relevant today. Is a great resources to experiment and learn fragment shaders. For the built-in functions of the OpenGL ES Shading Language. Is the sister project of glumpy. It is a high-perfo...

broniac.blogspot.com broniac.blogspot.com

bronx's blog: OpenGL and Partially Resident Textures.

http://broniac.blogspot.com/2012/06/opengl-and-partially-resident-textures.html

Monday, June 4, 2012. OpenGL and Partially Resident Textures. Http:/ renderingpipeline.com/2012/03/partially-resident-textures-amd sparse texture/. Subscribe to: Post Comments (Atom). C makes it easy to shoot yourself in the foot. C makes it harder, but when you do, you blow away your whole leg! 8212; Bjarne Stroustrup. Rectilinear Texture Warping for Fast Adaptive Shad. OpenGL and Partially Resident Textures. View my complete profile. Compact Normal Storage for small G-Buffers.

broniac.blogspot.com broniac.blogspot.com

bronx's blog: Linear Space Lighting.

http://broniac.blogspot.com/2012/07/linear-space-lighting.html

Tuesday, July 17, 2012. Http:/ http.developer.nvidia.com/GPUGems3/gpugems3 ch24.html. Http:/ hacksoflife.blogspot.com/2010/11/gamma-and-lighting-part-1-color-sync.html. Http:/ hacksoflife.blogspot.com/2010/11/gamma-and-lighting-part-2-working-in.html. Subscribe to: Post Comments (Atom). C makes it easy to shoot yourself in the foot. C makes it harder, but when you do, you blow away your whole leg! 8212; Bjarne Stroustrup. View my complete profile. Compact Normal Storage for small G-Buffers.

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Main - Codeflow

WEBGL debug renderer info extension survey results. This post discusses the WebGL extension WEBGL debug render info. Some issues with Apples iOS WebGL implementation. Now that Apple has released iOS 8 beta, I had a look at their WebGL implementation in mobile safari. I think it's great that WebGL is finally coming to iOS. WebGL Stats Version 2. I have gotten around to update WebGL Stats. Which is a rewrite from scratch with a whole lot of new features, so give it a spin. How to write portable WebGL.

codeflow.wordpress.com codeflow.wordpress.com

Open game programming | Writing games, just for fun

Writing games, just for fun. The AI in Freekick 3. December 9, 2012 – 1:13 am. Since I spent some time tweaking the AI in Freekick 3, I thought I should write down some of the implementation details for future reference. Probably the most important decision the AI has to make is what to do when the agent has the ball. Again, like with the defensive state, the AI has a few different possible actions, and it assigns scores to all of them and simply picks the action with the highest score. The possible acti...

codeflow49.blogspot.com codeflow49.blogspot.com

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codeflowed.com codeflowed.com

Code Flowed | Crafting Purposeful Websites

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