I’m in the process of porting some very old code of mine to the new modeling core and I just got partial support for the JT Open file format working! If you’ve never heard of it, JT Open is a … Read More … Read More
Well, this is another issue in “just let me add this quickly so I can test what I wanted to do originally”. What I started with was adding a Depth of Field shader to the post processing layer of my … Read More … Read More
After working on Oculus Rift DK1 support on and off for a couple of weeks, I just managed to get everything up and running. Supporting head tracking was quite easy but – as the Oculus documentation correctly states – switching the … Read More … Read More
While working on iOS, I never got around to look into frame buffer objects in any depth. If you’re like me, you just copy & pasted the multi-sampling resolve code samples from Apple document and never worried about it again. … Read More … Read More
Well, here is another first: For all of my commercial career, I have worked on Microsoft Windows only applications. All my side projects over the years where either never intended for deploying them to someone else or they were iOS … Read More … Read More
As a stress test for the architectural design of the new input sub-system for the modeling core, I’ve started implementing various input metaphors and just finished the support for a 3DConnexion space mouse-type device. In general, it’s fairly simple and … Read More … Read More
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