The PCI-SIG finalized the specifications of PCI-Express 3.0 bus.
Is designed to be backwards-compatible with devices that use older versions of the bus.
The new PCI-Express 3.0 has, resulting in a data-rate of 1 GB/s per lane, per direction.
The first PCI-Express 3.0 compliant devices will come to be in 2011.
You can read the specifications from official source.
2D, 3D, game, games, online game, game development, game engine, programming, OpenGL, Open AI, math, graphics, design, graphic, graphics, game development, game engine, programming, web development, web art, web graphic, arts, tutorial, tutorials,
duminică, 21 noiembrie 2010
sâmbătă, 6 noiembrie 2010
GLEW 1.5.7 Released
The new update of GLEW adds the GL_NVX_gpu_memory_info extension and fixes some compiler bugs.
You can download it from HERE.
GLEW named "OpenGL Extension Wrangler Library" is the most popular OpenGL extensions management lib.
You can download it from HERE.
GLEW named "OpenGL Extension Wrangler Library" is the most popular OpenGL extensions management lib.
luni, 25 octombrie 2010
Ogre 3D - First steps
I just tried to use 3d engine - Ogre 3D. Although I have not programmed in C + + for a very long time, the tutorials found on the net helped me a lot. Installing this engine linux distribution - Fedora is simple, it seemed more complicated in Windows XP. I used IDE Code:: Blocks and here's what resulted:
First Ogre 3D tutorial from Catalin Festila on Vimeo.
marți, 5 octombrie 2010
Blendern 3D - Shape Modeling Exercise #5 by Kernon Dillon
I saw this video tutorial by Kernon Dillon. Is a simple one , but just let us to know some modeling techniques. With a duration of 27 minutes, the tutorial must be seen by those who use this software.
Shape Modeling Exercise #5 - Wrapping an Object with a Lattice-style Mesh from Kernon Dillon on Vimeo.
vineri, 13 august 2010
OpenGL and Python - GLSL example
Today I played a bit with GLSL.
Here is the final result in the image below:
The source code used by me:
Here is the final result in the image below:
The source code used by me:
vertex shader
varying vec3 normal;
void main() {
normal = gl_NormalMatrix * gl_Normal;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
fragment shader
varying vec3 normal;
void main() {
float scale = 1.0 / 10.0;
float frx = fract(gl_FragCoord.x * scale);
float fry = fract(gl_FragCoord.y * scale);
gl_FragColor = vec4(frx,fry,0.0,1.0);
}
joi, 12 august 2010
PyOpenGL - first lines of code.
What is the best way to write the first line of code on pyopengl ?
Please see below :
Just use gl.function_opengl.
You can see more examples here.
Please see below :
Python 2.6.4 (r264:75706, Jun 4 2010, 18:20:16)
[GCC 4.4.4 20100503 (Red Hat 4.4.4-2)] on linux2
Type "help", "copyright", "credits" or "license" for more information.
>>> from OpenGL import platform
>>> dir(platform)
['CurrentContextIsValid', 'GL', 'GLE', 'GLU', 'GLUT', 'GLUT_GUARD_CALLBACKS', 'GetCurrentContext',
'OpenGL', 'PLATFORM', 'PlatformPlugin', '__builtins__', '__doc__', '__file__', '__name__', '__package__',
'__path__', '_load', 'baseplatform', 'copyBaseFunction', 'createBaseFunction', 'createExtensionFunction',
'ctypesloader', 'getGLUTFontPointer', 'glx', 'os', 'safeGetError', 'sys']
>>> gl=platform.OpenGL
>>> print gl
>>> glCreateShaderObjectARB = gl.glCreateShaderObjectARB
>>> glShaderSourceARB = gl.glShaderSourceARB
As we can see, is simple to start it.Just use gl.function_opengl.
You can see more examples here.
Posted by
Cătălin George Feștilă
Labels:
3D,
glCreateShaderObjectARB,
glShaderSourceARB,
opengl,
OpenGL 3.2,
platform,
pyopengl
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