Particle Billboarding with the Geometry Shader (GLSL)
Particle Billboarding
Geometry Shader (GLSL)
Billboarding in the Vertex Shader (GLSL)
Billboarding
Vertex Shader (GLSL)
Leap Motion: Touchless Hand Tracking Controller
Leap Motion
Touchless Hand Tracking
GPU Buffers: Introduction to OpenGL 4.3 Shader Storage Buffers Objects
OpenGL 4.3
Shader Storage Buffers
GPU Buffers: Introduction to OpenGL 3.1 Uniform Buffers Objects
OpenGL 3.1
Uniform Buffers
Simple Introduction to OpenGL 4 Shader Subroutines
Intro to OpenGL 4
Shader Subroutines

Posts Tagged ‘xml’


Google Blockly: New Visual Programming Language

9 comments - What do you think?  Posted by JeGX - 2012/06/13 at 12:05

Categories: Programming   Tags: , , , , , , ,

Google Blockly

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[Test] my_xml: Simple and Easy to Use XML Parser for Python

5 comments - What do you think?  Posted by JeGX - 2010/10/05 at 15:52

Categories: GeeXLab, Python, Test   Tags: , , , , , ,

Python programming language

Python, MyXML package
my_xml in action in GeeXLab


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GeeXLab: Laboratory for Real Time 3D Learning and Experiments

9 comments - What do you think?  Posted by JeGX - 2009/10/05 at 11:36

Categories: Demotool, GeeXLab, Python   Tags: , , , , , , , , , ,

GeeXLab


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Hacking Radeon HD 4800 Series Profile XML File

Be the first to comment - What do you think?  Posted by JeGX - 2008/09/10 at 10:14

Categories: Graphics Cards   Tags: , , , , , , ,

TechARP shows us how to create a profile for your Radeon HD 48xx with ATI Catalyst Control Center and how to edit it manually (the profile is saved as a XML file).


In Windows Vista, the profile is placed in “C:\Users\Your Windows ID\AppData\Local\ATI\ACE\Profiles\”

In Windows XP, you will find the XML profile file in “C:\Documents and Settings\Your Windows ID\Local Settings\Application Data\ATI\ACE\Profiles\”.


Collada 1.5 Specifications

Be the first to comment - What do you think?  Posted by JeGX - 2008/08/08 at 09:24

Categories: Game Development, Modeling   Tags: , , , , , , , , , ,

The Khronos Group announced the release of a new COLLADA specification, which includes new features and expanded functionality designed to further broaden the applicability of the 3D digital asset standard.

Links:

COLLADA defines an XML-based schema to make it easy to transport 3D assets between applications – enabling diverse 3D authoring and content processing tools be combined into a production pipeline. The intermediate language provides comprehensive encoding of visual scenes including: geometry, shaders and effects, physics, animation, kinematics, and even multiple version representations of the same asset.COLLADA FX enables leading 3D authoring tools to work effectively together to create shader and effects applications and assets to be authored and packaged using OpenGL Shading Language, Cg, CgFX, and DirectX FX.


[via]


Demoniak3D 1.23.0

Be the first to comment - What do you think?  Posted by JeGX - 2008/05/05 at 19:21

Categories: 3D, Game Development, Programming   Tags: , , , , ,

[English]The new version of Demoniak3D is out. Demoniak3D is a rapid prototyper for real-time 3D scenes based on standard such as XML, LUA or GLSL.[/English]

[French]La nouvelle version de Demoniak3D est disponible. Demoniak3D est un prototyper de scene 3D temps réel basé sur les standards XML, LUA et GLSL.[/French]

- Demoniak3D Homepage.