Posts RSS Comments RSS Del.icio.us Digg Technorati Blinklist Furl reddit 105 Posts and 7 Comments till now
This wordpress theme is downloaded from wordpress themes website.

Linux with modern OpenGL

I didn

Grid view prototype (such as a for thumbnails)

Here

Camera integration

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/

http://glm.g-truc.net

Screen shots on Windows 7 shows

OpenGL 3+ & OpenGL ES 2.0+ style (with VAO’s)

I upgrade my project to a more modern style of OpenGL API calls.  Here

Platforms, platform versions, API versions, supported features, OpenGL ES 2.0 & 3.0

Background

SDL 2 on a real device (Android)

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

Cross-platform SDL 2: try Kindle Fire emulator, misc Android emulator usage

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

Cross-platform SDL 2 game loop time steps, RK4 integration

Summary

Separate game updates from rendering

Cross-platform SDL 2.0 with OpenGL ES 2.0 setup C++

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

3. Transformations I: Linear Transformations (vector, matrix)

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

« Previous PageNext Page »

Check out best marijuana drug testing website.