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GREG'S JOURNAL
Greg's Journal – Engineer's adventures for fun and glory. Hello, my name is Gregory, and I welcome you on the pages of my journal. I started my career in programming in 2007, and since then, I am an avid addict of this arcane craft. The main chunk of my work lies in the realm of high-level business programming – JVM family of languages GL AUXILIARY CLASSES I am converting OpenGL errors to Kotlin errors to have a possibility to react on them later on. Controlling the global GL state. One more thing, which I want to mention is a helper class, which allows me to prepare and handle the common parameters of the state: GLSL PROGRAMS AND UNIFORMS Hello, and welcome to the pages of Greg’s Journal! In this post, I would like to discuss the abstraction of shaders in my code. “The OpenGL rendering pipeline is initiated when you perform a renderingoperation.
BLASTER – GREG'S JOURNAL The target destination of our article is an HTML file. We want to create those by parsing the codebase and executing steps required bythe commands.
BUFFERS AND MESHES
Hello, and welcome to Greg’s Journal! In this post, we will talk about storing and rendering geometry data in Blaster. To draw something with OpenGL, we need to store somehow and represent that.LEM INTRODUCTION
Contents. Why? What? The CLEAN architecture of the app; Dependencies boilerplate; The pipeline overview; Why? What? Many of us have a hobby or an art or a craft of some sort. WAVEFRONT .OBJ FORMAT Obj file (*.obj) is a geometry definition format that was developed by Wavefront Technologies. Since then, the format became open and has been widely adopted by other 3D visualization packages and even games .. Why is it so popular?SIMPLE DEMO
I am glad to see you on the pages of Greg’s Journal! In this post, I will show the internals of a small demo coincidentally called “Simple”:) Despite an apparent simplicity, this code can help highlight some of the foundations of my approach to realtimerendering.
GREG'S JOURNAL
Greg's Journal – Engineer's adventures for fun and glory. Hello, my name is Gregory, and I welcome you on the pages of my journal. I started my career in programming in 2007, and since then, I am an avid addict of this arcane craft. The main chunk of my work lies in the realm of high-level business programming – JVM family of languages GL AUXILIARY CLASSES I am converting OpenGL errors to Kotlin errors to have a possibility to react on them later on. Controlling the global GL state. One more thing, which I want to mention is a helper class, which allows me to prepare and handle the common parameters of the state: GLSL PROGRAMS AND UNIFORMS Hello, and welcome to the pages of Greg’s Journal! In this post, I would like to discuss the abstraction of shaders in my code. “The OpenGL rendering pipeline is initiated when you perform a renderingoperation.
BLASTER – GREG'S JOURNAL The target destination of our article is an HTML file. We want to create those by parsing the codebase and executing steps required bythe commands.
BUFFERS AND MESHES
Hello, and welcome to Greg’s Journal! In this post, we will talk about storing and rendering geometry data in Blaster. To draw something with OpenGL, we need to store somehow and represent that.LEM INTRODUCTION
Contents. Why? What? The CLEAN architecture of the app; Dependencies boilerplate; The pipeline overview; Why? What? Many of us have a hobby or an art or a craft of some sort. WAVEFRONT .OBJ FORMAT Obj file (*.obj) is a geometry definition format that was developed by Wavefront Technologies. Since then, the format became open and has been widely adopted by other 3D visualization packages and even games .. Why is it so popular?SIMPLE DEMO
I am glad to see you on the pages of Greg’s Journal! In this post, I will show the internals of a small demo coincidentally called “Simple”:) Despite an apparent simplicity, this code can help highlight some of the foundations of my approach to realtimerendering.
GREG'S JOURNAL
Greg's Journal – Engineer's adventures for fun and glory. Hello, my name is Gregory, and I welcome you on the pages of my journal. I started my career in programming in 2007, and since then, I am an avid addict of this arcane craft. The main chunk of my work lies in the realm of high-level business programming – JVM family of languages GL AUXILIARY CLASSES I am converting OpenGL errors to Kotlin errors to have a possibility to react on them later on. Controlling the global GL state. One more thing, which I want to mention is a helper class, which allows me to prepare and handle the common parameters of the state: GLSL PROGRAMS AND UNIFORMS Hello, and welcome to the pages of Greg’s Journal! In this post, I would like to discuss the abstraction of shaders in my code. “The OpenGL rendering pipeline is initiated when you perform a renderingoperation.
LEM INTRODUCTION
Contents. Why? What? The CLEAN architecture of the app; Dependencies boilerplate; The pipeline overview; Why? What? Many of us have a hobby or an art or a craft of some sort.BUFFERS AND MESHES
Hello, and welcome to Greg’s Journal! In this post, we will talk about storing and rendering geometry data in Blaster. To draw something with OpenGL, we need to store somehow and represent that. WAVEFRONT .OBJ FORMAT Obj file (*.obj) is a geometry definition format that was developed by Wavefront Technologies. Since then, the format became open and has been widely adopted by other 3D visualization packages and even games .. Why is it so popular?SIMPLE DEMO
I am glad to see you on the pages of Greg’s Journal! In this post, I will show the internals of a small demo coincidentally called “Simple”:) Despite an apparent simplicity, this code can help highlight some of the foundations of my approach to realtimerendering.
BLASTER – GREG'S JOURNAL The target destination of our article is an HTML file. We want to create those by parsing the codebase and executing steps required bythe commands.
GREG'S JOURNAL
The usual approach to CG is with low-level languages – some constructs can be implemented more efficiently. But I want to tackle this ancient domain with a different set of tools – the same, which I use for my day-to-day duties. There are two justifications: first of all, this is a sort of show & tell and it will be easier to understand what is going on this way. BLASTER – GREG'S JOURNAL The target destination of our article is an HTML file. We want to create those by parsing the codebase and executing steps required bythe commands.
GL AUXILIARY CLASSES I am converting OpenGL errors to Kotlin errors to have a possibility to react on them later on. Controlling the global GL state. One more thing, which I want to mention is a helper class, which allows me to prepare and handle the common parameters of the state:BUFFERS AND MESHES
Hello, and welcome to Greg’s Journal! In this post, we will talk about storing and rendering geometry data in Blaster. To draw something with OpenGL, we need to store somehow and represent that. GLSL PROGRAMS AND UNIFORMS Hello, and welcome to the pages of Greg’s Journal! In this post, I would like to discuss the abstraction of shaders in my code. “The OpenGL rendering pipeline is initiated when you perform a renderingoperation.
LEM INTRODUCTION
Contents. Why? What? The CLEAN architecture of the app; Dependencies boilerplate; The pipeline overview; Why? What? Many of us have a hobby or an art or a craft of some sort. WAVEFRONT .OBJ FORMAT Obj file (*.obj) is a geometry definition format that was developed by Wavefront Technologies. Since then, the format became open and has been widely adopted by other 3D visualization packages and even games .. Why is it so popular?SIMPLE DEMO
I am glad to see you on the pages of Greg’s Journal! In this post, I will show the internals of a small demo coincidentally called “Simple”:) Despite an apparent simplicity, this code can help highlight some of the foundations of my approach to realtimerendering.
GREG'S JOURNAL
The usual approach to CG is with low-level languages – some constructs can be implemented more efficiently. But I want to tackle this ancient domain with a different set of tools – the same, which I use for my day-to-day duties. There are two justifications: first of all, this is a sort of show & tell and it will be easier to understand what is going on this way. BLASTER – GREG'S JOURNAL The target destination of our article is an HTML file. We want to create those by parsing the codebase and executing steps required bythe commands.
GL AUXILIARY CLASSES I am converting OpenGL errors to Kotlin errors to have a possibility to react on them later on. Controlling the global GL state. One more thing, which I want to mention is a helper class, which allows me to prepare and handle the common parameters of the state:BUFFERS AND MESHES
Hello, and welcome to Greg’s Journal! In this post, we will talk about storing and rendering geometry data in Blaster. To draw something with OpenGL, we need to store somehow and represent that. GLSL PROGRAMS AND UNIFORMS Hello, and welcome to the pages of Greg’s Journal! In this post, I would like to discuss the abstraction of shaders in my code. “The OpenGL rendering pipeline is initiated when you perform a renderingoperation.
LEM INTRODUCTION
Contents. Why? What? The CLEAN architecture of the app; Dependencies boilerplate; The pipeline overview; Why? What? Many of us have a hobby or an art or a craft of some sort. WAVEFRONT .OBJ FORMAT Obj file (*.obj) is a geometry definition format that was developed by Wavefront Technologies. Since then, the format became open and has been widely adopted by other 3D visualization packages and even games .. Why is it so popular?SIMPLE DEMO
I am glad to see you on the pages of Greg’s Journal! In this post, I will show the internals of a small demo coincidentally called “Simple”:) Despite an apparent simplicity, this code can help highlight some of the foundations of my approach to realtimerendering.
GREG'S JOURNAL
The usual approach to CG is with low-level languages – some constructs can be implemented more efficiently. But I want to tackle this ancient domain with a different set of tools – the same, which I use for my day-to-day duties. There are two justifications: first of all, this is a sort of show & tell and it will be easier to understand what is going on this way.GREG'S JOURNAL
Engineer's adventures for fun and glory* Blaster
* About
Hello, MY NAME IS GREGORY, and I welcome you on the pages of myjournal.
I started my career in programming in 2007, and since then, I am an avid addict of this arcane craft. The main chunk of my work lies in the realm of high-level business programming – JVM family of languages, Android, IoT, Web servers, etc. But I always was fascinated by the efficiency, simplicity, and raw performance of low-levellanguages.
I was born in Moscow, but now I am striving to live farther away from big cities – in a place where I can focus on the things, which are essential for me – my family, my craft and myself. This place is dedicated to one of my programming hobbies – COMPUTERGRAPHICS.
People enjoy things that they can see and comprehend. I started my career as a serverside programmer, and all was great – clients were connecting, servers were happily blinking on their racks. But at some point, I started losing inspiration in my work. The answer was on the surface – I was not able to see the results. And I decided to switch to Android. A similar set of tools, but now I can see, touch, and even feel the application. I spent quite some time looking for a hobby with similar merits – Computer Graphics fills the role just right. The usual approach to CG is with low-level languages – some constructs can be implemented more efficiently. But I want to tackle this ancient domain with a different set of tools – the same, which I use for my day-to-day duties. There are two justifications: first of all, this is a sort of show & tell and it will be easier to understand what is going on this way. But the second reason is more important – I strongly believe in the power of abstraction. The main focus of this journal is an OFFLINE RENDERER CALLED BLASTER – it will include all the necessary editors and executables. They will be accompanied by a tool called Lem – this tool will help me converting the codebase into articles. Hope you will have a great time, enjoy reading!Details
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