interplayoflight.wordpress.com
Interplay of Light | Page 2
https://interplayoflight.wordpress.com/page/2
Dual depth buffering for translucency rendering. A nice and cheap technique to approximate translucency. Correctly interpolating view/light vectors on large triangles. Parallax-corrected cubemapping with any cubemap. Recently I was using a parallax corrected cubemapping technique to add some glass reflections to a project (you can read about parallax corrected cubemapping in this excellent writeup. Instant Radiosity and light-prepass rendering. Global illumination (along with physically based rendering) ...
scolton.blogspot.com
Shane Colton: December 2014
http://scolton.blogspot.com/2014_12_01_archive.html
Saturday, December 27, 2014. Fun with Pixel Shaders. One of the things that saved my ass for MIT Mini Maker Faire. A modern (.NET 4.0) replacement for Microsoft's obsolete Managed DirectX framework. I was only using it to replace the managed DirectInput wrapper I had for interfacing to USB HID joysticks for controlling Twitch. For that it was almost a drop-in replacement. But the SlimDX framework also allows for accessing almost all of DirectX from managed .NET code. The task is as follows:. Anyway, deri...
scolton.blogspot.com
Shane Colton: MIT Mini Maker Faire 2014
http://scolton.blogspot.com/2014/10/mit-mini-maker-faire-2014.html
Saturday, October 18, 2014. MIT Mini Maker Faire 2014. I made a quick trip back to Boston/Cambridge for the first ever MIT Mini Maker Faire. Recap and pictures below, but first here is some video from the event:. As expected from an MIT Maker Faire, there were lots of electric go-karts, Tesla coils, 3D printers, robots, and. Chainsaw.pink scooter.things. To this I contributed a set of long-time Maker Faire veteran projects ( Pneu Scooter. The travel requirement meant that, unfortunately, tinyKart. In che...
ventspace.wordpress.com
A Pixel Is NOT A Little Square | Promit's Ventspace
https://ventspace.wordpress.com/2013/05/14/a-pixel-is-not-a-little-square
May 14, 2013. A Pixel Is NOT A Little Square. 8212; Promit @ 12:57 pm. It’s good to review the fundamentals sometimes. Written in 1995 and often forgotten: A Pixel Is Not. Leave a Comment ». Feed for comments on this post. Leave a Reply Cancel reply. Enter your comment here. Fill in your details below or click an icon to log in:. Address never made public). You are commenting using your WordPress.com account. ( Log Out. You are commenting using your Twitter account. ( Log Out. Our New Game: I Am Dolphin.
ventspace.wordpress.com
Game Code Build Times: RAID 0, SSD, or both for the ultimate in speed? | Promit's Ventspace
https://ventspace.wordpress.com/2014/09/16/game-code-build-times-raid-0-ssd-or-both-for-the-ultimate-in-speed
September 16, 2014. Game Code Build Times: RAID 0, SSD, or both for the ultimate in speed? 8212; Promit @ 7:08 pm. I wanted to find out what storage system layout would provide the best results. Traditionally game developers used RAID 0 magnetic arrays for development, but large capacity SSDs have now become common and inexpensive enough to entertain seriously for development use. I tested builds on three different volumes:. A single Samsung 850 Pro 512 GB (boot). A RAID 0 of two Crucial MX100 512 GB.
ventspace.wordpress.com
Sony A77 Mark II: EVF Lag and Blackout Test | Promit's Ventspace
https://ventspace.wordpress.com/2014/11/05/sony-a77-mark-ii-evf-lag-and-blackout-test
November 5, 2014. Sony A77 Mark II: EVF Lag and Blackout Test. 8212; Promit @ 4:05 pm. I’m planning to review this camera properly at some point, but for the time being, I wanted to do a simple test of what the parameters of EVF lag and blackout are. Let’s talk about lag first. What do we mean? How do we test the lag? 32, 16, 17, 34, 17, 33 = 24.8 ms average. Next up: EVF blackout. What is it? In single shot mode. Here’s a GIFed version at 20 fps:. 17, 16, 16, 17, 16, 16 = 272 ms average. It’s wort...
ventspace.wordpress.com
Quick tip: Retina mode in iOS OpenGL rendering is not all-or-nothing | Promit's Ventspace
https://ventspace.wordpress.com/2014/10/14/quick-tip-retina-mode-in-ios-opengl-rendering-is-not-all-or-nothing
October 14, 2014. Quick tip: Retina mode in iOS OpenGL rendering is not all-or-nothing. 8212; Promit @ 3:50 pm. Well it turns out you don’t have to choose such a drastic step. Here’s the typical enable-retina code you’ll find on StackOverflow or whatever:. If([ UIScreen mainScreen] respondsToSelector:@selector(scale)] & [ UIScreen mainScreen] scale] = 2). SelfcontentScaleFactor = 2.0;. EaglLayer.contentsScale = 2.0;. Some GL setup stuff. Get the correct backing framebuffer size. Int fbWidth, fbHeight;.
slimdx.xnamag.de
XNA.mag - SlimDX | Links
http://slimdx.xnamag.de/links.php
Zur XNA.mag Webseite. Links zu informativen Seiten, die hier noch nicht aufgelistet sind, können im folgenden Forenthread gepostet werden: Link posten.
wadeawalker.wordpress.com
Tutorial: A cross-platform graphical application using Java, OpenGL, and Eclipse | Wade Walker's blog
https://wadeawalker.wordpress.com/2010/10/09/tutorial-a-cross-platform-workbench-program-using-java-opengl-and-eclipse
Wade Walker's blog. Tutorial: Faster rendering with vertex buffer objects →. Tutorial: A cross-platform graphical application using Java, OpenGL, and Eclipse. October 9, 2010. This tutorial’s gotten a bit out of date with changes to JOGL and Eclipse in the last couple of years. The quickest way to get set up now is to just get my two projects from GitHub and import them into an empty Eclipse workspace:. Https:/ github.com/WadeWalker/com.jogamp.jogl. Yeah, that doesn’t come across weird at all! At my day ...