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Graphics Programmer Notes.

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Doug Rogers' Blog | dougrogers.blogspot.com Reviews

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Graphics Programmer Notes.

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1

Doug Rogers' Blog: October 2012

http://dougrogers.blogspot.com/2012_10_01_archive.html

Wednesday, October 24, 2012. FBX Viewer 3.00 posted. I posted the source to my FBX viewer. It has been significantly reworked to isolate the renderer from the FBX importing step. Http:/ code.google.com/p/fbxviewer/. It supports Visual Studio 2010 and Visual Studio 2012. X86 and x64 bit builds. FBX SDK v 2014.0 beta 2. Uses FreeImage to load texture files. Uses DirectX 9.0 for rendering, however, since the graphics API is abstracted, other version of DirectX or OpenGL could be used. Links to this post.

2

Doug Rogers' Blog: FBX Viewer 3.00 posted

http://dougrogers.blogspot.com/2012/10/fbx-viewer-3.html

Wednesday, October 24, 2012. FBX Viewer 3.00 posted. I posted the source to my FBX viewer. It has been significantly reworked to isolate the renderer from the FBX importing step. Http:/ code.google.com/p/fbxviewer/. It supports Visual Studio 2010 and Visual Studio 2012. X86 and x64 bit builds. FBX SDK v 2014.0 beta 2. Uses FreeImage to load texture files. Uses DirectX 9.0 for rendering, however, since the graphics API is abstracted, other version of DirectX or OpenGL could be used. Thanks mr Doug Rogers.

3

Doug Rogers' Blog: December 2012

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

Wednesday, December 12, 2012. Zero Decompression Time (ZDT) Texture Compression Example. I put an example of ZDT compression at http:/ lightpointsoftware.com/. To compare against one of the kodak images. The compression is 16:1 and requires almost no transcoding to DXT from the ZDT format. Links to this post. Subscribe to: Posts (Atom). Zero Decompression Time (ZDT) Texture Compression . Independent developer. . View my complete profile.

4

Doug Rogers' Blog: February 2013

http://dougrogers.blogspot.com/2013_02_01_archive.html

Wednesday, February 20, 2013. How to Derive the Near and Far Clip Plane Distances From the Projection Matrix. Here is a method to derive the near and far clip plane distances from the projection matrix. Assuming the the projection matrix is created with two entries that are calculated as:. N = near clip plane distance. F = far clip plane distance. C = matrix[2][2] = (-f - n) / ( f - n);. For a column major matrix. D = matrix[2][3] = (-2 f n ) / ( f - n). The near and far clip planes are calculated:.

5

Doug Rogers' Blog: How to Derive the Near and Far Clip Plane Distances From the Projection Matrix

http://dougrogers.blogspot.com/2013/02/how-to-derive-near-and-far-clip-plane.html

Wednesday, February 20, 2013. How to Derive the Near and Far Clip Plane Distances From the Projection Matrix. Here is a method to derive the near and far clip plane distances from the projection matrix. Assuming the the projection matrix is created with two entries that are calculated as:. N = near clip plane distance. F = far clip plane distance. C = matrix[2][2] = (-f - n) / ( f - n);. For a column major matrix. D = matrix[2][3] = (-2 f n ) / ( f - n). The near and far clip planes are calculated:.

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