You can find this old game here.
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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,
The new Cintiq 13 HD tablet from wacom it's a great tablet.
The price it's €899.90 and come with some features and technology like : a-Si Active Matrix TFT LCD (IPS), displayable Colors (maximum 16.7 million), contrast ratio 700:1, and more...
See the next video about this tablet.
Also you can see this great speedpainting by Daniel Lieske - a digital artist with over 10 years of experience in computer game graphics.
Regular version of FurryBall contains Standalone renderer, Network renderer and BOTH FREE Maya and Max plugin (still in Beta version). Regular licence is PERMANENT and NODE locked. At the moment FurryBall is Windows ONLY.
You can use with a free or can buy it from here.
bool -- int conditional get true -- or false.
int -- int signed integer.
float -- float single floating-point scalar.
vec2 -- float[2] Two component floating-point vector.
vect3 -- float[3] Three component floating-point vector.
vec4 -- float[4] Four component floating-point vector.
bvec2 -- int[2] Two component Boolean vector.
bvec3 -- int[3] Three component Boolean vector.
bvec4 -- int[4] Four component Boolean vector.
ivec2 -- int[2] Two component signed integer vector.
ivec3 -- int[3] Three component signed integer vector.
ivec4 -- int[4] Four component signed integer vector.
mat2 -- float[4] 2x2 floating-point matrix.
mat3 float[9] 3x3 floating-point matrix.
mat4 -- float[16] 4x4 floating-point matrix.
sampler1D int for accessing a 1D texture.
sampler2D -- int for accessing a 2D texture.
sampler3D -- int for accessing a 3D texture.
samplerCube -- int for accessing a cubemap texture.
sampler1DShadow -- int for accessing a 1D depth texture.
sampler2DShadow -- int for accessing a 2D depth texture..
This are the uniform variables and can be treated as constants... so cannot be changed.
arrays, structures,
float,
vec[2],vec[3],vec[4],
mat[2],mat[3],mat[4]
Let's see one simple example...
glBegin(GL_TRIANGLES);
...
glVertex3f(0,1,0);
glNormal3f(1,0,1);
glVertex3f(0,1,0);
glNormal3f(1,0,0);
...
glEnd();
...
The link between shader and opengl source code using slot is:...
int any_slot= 7;
...
glBindAttribLocationARB(my_program, any_slot, "my_attribute");
...
glBegin(GL_TRIANGLES);
...
glVertex3f(0,1,0);
glNormal3f(1,0,1);
glVertex3f(0,1,0);
glNormal3f(1,0,0);
...
glEnd();
...
this will pass the my_attribute to shader program (my_program) using a slot (any_slot).attribute vec3 my_attribute;
Can you see I sent with vec3 type because the glVertex3f has 3 float so is need to be three component floating-point vector.