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OneClick - code...

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OneClick - code... | oneclick-code.blogspot.com Reviews
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Game development blog.
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1 oneclick code
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5 context
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7 cadisplaylink displaylink;
8 the fwidth
9 and fheight
10 glfinish ;
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oneclick code,game development blog,which contain eaglcontext,class layerclass,context,method,cadisplaylink* displaylink;,the fwidth,and fheight,glfinish ;,each opengl,and matrix,class vector3d,public,union,struct,float v 3 ;,struct matrix4x4,length ;
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OneClick - code... | oneclick-code.blogspot.com Reviews

https://oneclick-code.blogspot.com

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1

OneClick - code...: m3_viewer Star Craft 2 has updated to 0.0.3.

http://oneclick-code.blogspot.com/2010/04/m3viewer-has-updated-to-003.html

Sunday, April 4, 2010. M3 viewer Star Craft 2 has updated to 0.0.3. M3 Viewer has updated to 0.0.3 version. In the new release :. A ) meshes and textures are loading in the second thread ( in background ) parallel with main thread. Now you can see more meshes for one execute;. B ) added simple user interface for convenience :-);. C ) fixed bug with normal calculate ( if you will enable lighting, you will see this). Download : m3 Viewer.zip. Subscribe to: Post Comments (Atom). Lib m3 Google Code.

2

OneClick - code...: m3_viewer Star Craft 2 fast update 0.0.3a.

http://oneclick-code.blogspot.com/2010/04/m3viewer-fast-update-003a.html

Monday, April 5, 2010. M3 viewer Star Craft 2 fast update 0.0.3a. Fast update : change screen size to 800*600 px. Font changed to Times New Roman;. Download : m3 viewer.zip. October 31, 2015 at 8:06 AM. I read your blog.I thought it was great. Hope you have a great day. God bless. Subscribe to: Post Comments (Atom). Lib m3 Google Code. M3 Viewer Google Code. M3 viewer Star Craft 2 fast update 0.0.3a. M3 viewer Star Craft 2 has updated to 0.0.3. View my complete profile.

3

OneClick - code...: January 2012

http://oneclick-code.blogspot.com/2012_01_01_archive.html

Saturday, January 28, 2012. IOS OpenGL ES 2.0 Lighting models for beginners. STEP 1 ( OpenGL Context initialization ) :. The first step that you are need for iOS OpenGL ES. Application will be creation of UIView Controller. Property. Also you are need override " (Class) layerClass. Method like this :. Return [CAEAGLLayer class];. In the " initWithFrame. We are start initialize OpenGL. CAEAGLLayer* eaglLayer = (CAEAGLLayer*) super.layer;. EaglLayer.opaque = YES;. Properties of buffers :. GlFramebufferRend...

4

OneClick - code...: iOS OpenGL ES 2.0 Lighting models for beginners.

http://oneclick-code.blogspot.com/2012/01/ios-opengl-es-20-lighting-models-for.html

Saturday, January 28, 2012. IOS OpenGL ES 2.0 Lighting models for beginners. STEP 1 ( OpenGL Context initialization ) :. The first step that you are need for iOS OpenGL ES. Application will be creation of UIView Controller. Property. Also you are need override " (Class) layerClass. Method like this :. Return [CAEAGLLayer class];. In the " initWithFrame. We are start initialize OpenGL. CAEAGLLayer* eaglLayer = (CAEAGLLayer*) super.layer;. EaglLayer.opaque = YES;. Properties of buffers :. GlFramebufferRend...

5

OneClick - code...: Atmospheric scattering with blending to the landscape and ocean.

http://oneclick-code.blogspot.com/2011/07/atmospheric-scattering-with-blending-to.html

Sunday, July 31, 2011. Atmospheric scattering with blending to the landscape and ocean. This is some of my sample with atmospheric scattering. It is based on Crysis AS shader, with some improvements. And landscape parallax mapping. Link to the bin and source code. Subscribe to: Post Comments (Atom). Lib m3 Google Code. M3 Viewer Google Code. Atmospheric scattering with blending to the landsc. View my complete profile.

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Saturday, January 28, 2012. IOS OpenGL ES 2.0 Lighting models for beginners. STEP 1 ( OpenGL Context initialization ) :. The first step that you are need for iOS OpenGL ES. Application will be creation of UIView Controller. Property. Also you are need override " (Class) layerClass. Method like this :. Return [CAEAGLLayer class];. In the " initWithFrame. We are start initialize OpenGL. CAEAGLLayer* eaglLayer = (CAEAGLLayer*) super.layer;. EaglLayer.opaque = YES;. Properties of buffers :. GlFramebufferRend...

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