Linux with modern OpenGL
I didn
mepem37 :: 2013/12/21 (Saturday, December 21, 2013) :: cross-platform SDL demos, Graphics & GPU :: No Comments »
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105 Posts and 7 Comments till now I didn
mepem37 :: 2013/12/21 (Saturday, December 21, 2013) :: cross-platform SDL demos, Graphics & GPU :: No Comments »
Here
mepem37 :: 2013/12/15 (Sunday, December 15, 2013) :: cross-platform SDL demos, Graphics & GPU :: No Comments »
Summary
Basically what I did was just to integrate the camera from this tutorial/project (and GLM) into my cross-platform SDL2 OpenGL project. This is also a good tutorial series to review basics (concepts, code) using modern OpenGL 3 & 4 style:
http://tomdalling.com/blog/modern-opengl/04-cameras-vectors-and-input/
Screen shots on Windows 7 shows
mepem37 :: 2013/12/14 (Saturday, December 14, 2013) :: cross-platform SDL demos, Graphics & GPU :: No Comments »
I upgrade my project to a more modern style of OpenGL API calls. Here
mepem37 :: 2013/12/10 (Tuesday, December 10, 2013) :: cross-platform SDL demos, Graphics & GPU :: No Comments »
Background
mepem37 :: 2013/12/08 (Sunday, December 8, 2013) :: cross-platform SDL demos, Graphics & GPU :: No Comments »
Assuming you already have Android SDK & NDK with Eclipse working on a virtual Android device, the setup directions to do it on a real device was pretty simple. Here
mepem37 :: 2013/11/22 (Friday, November 22, 2013) :: cross-platform SDL demos, Graphics & GPU :: No Comments »
Amazon Kindle HD & HDX runs a fork of Android called Fire OS, so there are some additional steps to add it to the Android emulator. The first step is to setup the Android NDK for Android (non-Kindle) usage. After that, there are some additional steps to setup for Kindle Fire device emulation. This takes a little time, but it
mepem37 :: 2013/11/21 (Thursday, November 21, 2013) :: cross-platform SDL demos, Graphics & GPU :: No Comments »
Summary
Separate game updates from rendering
mepem37 :: 2013/11/17 (Sunday, November 17, 2013) :: cross-platform SDL demos, Graphics & GPU :: No Comments »
I downloaded SDL 2.0 and decided to setup a cross-platform development code project with an online subversion repository. My idea is to write some cross-platform graphics demos using C++ and graphics API
mepem37 :: 2013/11/02 (Saturday, November 2, 2013) :: cross-platform SDL demos :: No Comments »
3. Transformations I: Linear Transformations. Multiple Transformations (2/14) … vectors & linear transformations (4×4 matrices)
Vector is length & direction, can be represented as 2D (dx, dy) or 3D (dx, dy, dz). Add vectors adds components (visually attach tail to head). Subtract vector just add the negative (visually flip direction of minus vector). To compute the length, use pythagorean theorem. Unit vector is vector length 1, compute by dividing the vector by its length.
Dot product A dot B = AxBx + AyBy + AzBz = cos(theta) * ||A|| * ||B||. Theta is the angle between A and B. ||A|| is magnitude of A. For unit vectors, A dot B = cos(theta). Because for unit vectors, ||A|| is 1 and ||B|| is 1. Dot product can tell you which side of a surface something is on. Example take the dot product of the Normal vector (to a plane) and the View vector (to the camera); the sign (greater than or less than zero) tells you if the angle is less than or greater than 90 degrees
mepem37 :: 2013/09/28 (Saturday, September 28, 2013) :: CG intro Harvard, class videos :: No Comments »