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.blend .NET /arch:SSE2 /fp:fast /fp:precise 0.0.6 1d textures 2D 2d patterns 3.2 abort abstraction action adaptive adaptive multisampling address adjacency adjacency info adventure ajax algorithm alpha alpha blending analysis apache architecture arch linux area lights art attributes audio audio element automatic setup axis base class basis bat batch files batman Bethesda Softworks binary bioware bitangent blades blender blender 2.5 blender file format blend file format blending blendreader blocks blog blur bookmarklet bookmarklets Boost Boost.Asio Boost.Threads boost::mutex boost::thread boost::thread_group bricks bugs build engineering building builds bullet bump mapping bump maps bunny bytecode C++ C++0x C++11 C++ exceptions C++ lambda cached compilation calculus callbacks camera handedness CamStudio canvas canvas-to-png Catmull-Clark CDN CDNs cell cells cel shader chain of control changes checker checker map choosing a font chrome CIL Clang clarity clean clever clipping clone closure compiler closures clouds clusters cmake co-rountines code coding coding by convention collaborative development collision detection color reduction compile error compilers complete complete game componentization compsci89 conceptual design conformant consistency console containers contentment context controllers control structures conversion cookbook copy copy constructor core profile coroutines cpp createImageData create_sphere CSS CSS3 cubemap cube mapping cube maps cube subdivision currports customize external pages customize viewing custom links data data uri DataURI dds debug debugging debug GLSL debug point lights defect dependencies dependent base classes derivative derivatives design development dFdx dFdy diamond diffuse direction direct pixels dirt disc discrete displacement displays DLLs DNA documentation dos draft dynamic dynamically generated code dynamically generate text page dynamic languages early development effects embed ray tracer emscripten endian engines entity enumerating monitors equations error handling errors evaluation event queue exception handling exceptions excerpts experiments extensions EXT_texture_compression_s3tc face splitting face subdivision fatal fibers file formats flat flat shading fog font-family fonts for loops format formats fragment light fragment shader fragment shaders freetype fundamental theorem of calculus future future work game game data game design games garbage collection gates gcc gcc 4.6 generalization geometry geometry shader geometry shaders geshi getActiveAttrib getActiveUniform GetModuleHandle getting started GIMP git github git stash git submodules glClear glDepthMask glgeom glgeom release GLM global effects global singleton glow glow effect glsl GLSL shaders GL_CLAMP GL_QUADS goals google app engine google closure compiler google v8 GPU gradient grass great bucket of random things handedness handle handshaking hard work have you seen my ray being traced height heightmap heightmaps height maps html html5 i/o ideas image image generator images implementation implicit casts import independent inheritance inheritance of templates input input range inspiration instance instancing interface interfaces interleaved threads interruptible invert color invokation Irrlicht it just works Java javascript javascript closures JIT join jpg jquery jquery plug-in JS JS closures json King's Quest KISS lambda lambda functions lambdas large models late binding layering layout layout keyword legacy levels libogg libraries libvorbis light gradients lighting lights links linux lithosphere LLVM localStorage local storage localStorage images log file logs loops lord of the rings online lua lxengine lxengine release lxlang lxmorrowind lxvar LxWeb macros main menu maintenance management manifest mappers maps materials math math behind bump mapping mathematics mediawiki memory usage merge message queue mime mime type minecraft modeling modularity modules morrowind MSDN multi-display multi-pass multiple monitors multiple threads multisample multisampling multithreaded multithreading MVC NaCl namespaces native objects n dot l NeHe nested nested checker nested procedurals niflib noise no lighting no native code normal mapping normal maps normals normal shader numbers nVidia objective objectives official ogre onload opacity openal opengameart opengl openmw opensl open source operator overloads optimizations organization orthogonal orthonormal overloads pando media booster parameter partial derivatives particle system pass by reference pass by value path tracer patterns per-face performance Perlin Perlin noise perpendicular Persistent per triangle flat shading phong phong glow photorealistic physics pixel access pixelation pixels planar mapping planets plans platform plug-ins plugins PLY PNG pointer size point light policies port conflict precision preview primitive buffer primitives primitive_buffer priorities procedural procedural grass procedurals procedural textures progress project management project organization projects project_group() proof of concept properties prototypes prototyping purpose of software putImageData python quads quaternions rails randomize names random order jpg rasterization rasterizer rays from the eye to the scene being traced ray tracer raytracer ray trace web raytracing ray tracing Readable real data refactoring reference reference counting reference counts reflection reformat web pages regressions release releases remove audio remove iframes remove unwanted elements rename files render renderable rendering equation requests resolution roadmap rock rock wall rotation rows ruby ruby on rails s3tc samples scale scene graph schedule science scope screen-aligned scripting scripts SDK SDNA seamless seamless grass seamless textures self-modifying code set pixels SetPointerInInternalField shader shader builder shaderbuilder shader compiler shader generation shader graph shaders shader setup shading shadow mesh shadows shadow term shared_ptr show lights SimCity SIMD simple simplicity singleton singleton across process singletons sky skydome smooth smooth shading snow soft shadows software development software development process software engineering solid color solution folders space space shooter specular sphere spherical spherical mapping spinning cube splashscreen splat spot spots sprites SSE2 Stanford bunny stash State of the Engine static library status std::function stepping threads storing images structures style stylization sub-domain subdivision subdomain submodules super pixel surface and wireframe surface shader Suzanne swizzle synchronize reference counts tangent tangent space task pools tasks teapot templates terrain TES text/plain texture1d texture mapping textures texture splatting The Elder Scrolls the tracing of rays thinking threading thread pools threads thread_group throw thumbnails tiddlywiki tile tiles time based timers tips toDataUrl tool chain tools toon toon shader trace that ray tracing rays translate translation triangles triangle strips tutorial tutorial 2 tutorial 3 tutorial 4 Tutorial 5 tutorials type typography Ubuntu ui uibinding ui controls uniforms uniform sampling unique units unit testing unrestricted union unshared update updates usability user interface user message user request Utah teapot uv UV generation uv mapping UVs uv unwrapping v0.0.1 v0.0.2 v0.0.4 v0.0.5 V8 value VBOs vector vertex buffers vertex paint vertex shaders vertical vertical scroll bars video viewportMatrix viewport matrix views virtual box visual fidelity visual studio VM voxels vs2010 warnings was that a ray you just traced? water wave weave web webgl web ray tracing weighted averages width wiki Win32 window layout windows windows dependencies wireframe wishlist wordpress workflow world wow XML XMM yart yield you tube zero step process

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