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[...] . The problem was two-fold. First, the default drivers didn’t support openGL for my graphics card. Second, in Chrome 10 WebGL is blacklisted for certain graphics card. The reason for this is [...]
[...] .elementBuffer stores face data. This attaches the shaders (code that lives on the graphics card) to _sprite.program. Now, there are bunch of statements that look like this These [...]
[...] posts out there that use nginx as a reverse proxy. However, nginx currently doesn't work with Web Sockets just yet. So we'll use HAProxy. We need to use one of the latest versions (1.5) for this to [...]
[...] . Chunks would be a group of 32x32x32 blocks. I'd send chunks to the client window using web sockets. Process the data to output geometries. Then I'd render the geometries. Easy enough. [...]
[...] So far we have a very basic landscape and the ability to capture screen coordinates in an 3D world displayed isometrically. Now it'd be nice to have some interaction available. [...]
[...] current position to the destination position every update. But first, we need to translate screen coordinates which are 2D to 3D world coordinates. If you don't understand orthographic projection too [...]
[...] converts into to an array. Going further down, back in renderSprites(). If we're not using screen coordinates we see the above code. It creates an array from the multiplication of camera. [...]
[...] mostly covered in Part 1. What we're doing is just initializing our camera and scene with isometric projection. One new thing is _.bindAll(). This is a utility function provided by underscore.js that [...]
[...] unprojected point. We look for intersecting objects to tell what the user has clicked on. Isometric projection The above technique is commonly used, however it won't work for an isometric projection. [...]
[...] . However, because of the lack of perspective we'll always translate our 2D coordinate to a 3D coordinate on the xz plane where y=0. Isometric perspective doesn't give us enough information to [...]
[...] . You can remove this if you want, but it's easier for me to create a game using 2D graphics in a 3D world than to create complex 3D models :). line 15 - This sets the position of our camera. The [...]
[...] .z is constantly changing. In part 2 I explained how in orthographic projection the 3D world is projected to a viewing cube that that ranges from -1.0 to 1.0 on all axes. If we [...]
[...] So far we have a very basic landscape and the ability to capture screen coordinates in an 3D world displayed isometrically. Now it'd be nice to have some interaction available. I started by just [...]
[...] . Next, this data is stored in some buffers. _sprite.vertexBuffer stores the uv mapping and vertex data, and _sprite.elementBuffer stores face data. This attaches the shaders (code that lives on the [...]
[...] array starts off like above. What this is doing is actually storing uv coordinate and vertex coordinate data in the same array. The first line stores a single vertex (-1, -1). The second line stores [...]
[...] . The problem was two-fold. First, the default drivers didn’t support openGL for my graphics card. Second, in Chrome 10 WebGL is blacklisted for certain graphics card. The reason for this is [...]
[...] .elementBuffer stores face data. This attaches the shaders (code that lives on the graphics card) to _sprite.program. Now, there are bunch of statements that look like this These [...]
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