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Category Archives: Programming
Obj-C FPS counter and dt time for iPhone
// FPS static CFTimeInterval lastTime = CFAbsoluteTimeGetCurrent(); CFTimeInterval beginTime = CFAbsoluteTimeGetCurrent(); CFTimeInterval dt = beginTime – lastTime; static uint FPS = 0; static CFTimeInterval accum = 0; if ( accum >= 1.0 ) { NSLog(@”%d”, FPS); accum = 0.0; FPS … Continue reading
Posted in Graphics, iPad, iPhone, iPod, Programming
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Language (locale and country) in iPhone SDK
Little and fast-to-understand test for to know the language of iPhone device: NSString* language = [[NSLocale preferredLanguages] objectAtIndex:0]; // en NSString* countryCode = [[NSLocale currentLocale] objectForKey: NSLocaleCountryCode]; // US // Console Log, only for debug… NSLog(language); NSLog(countryCode); BOOL result; if … Continue reading
Posted in iPad, iPhone, iPod, Programming
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OpenGL 3.3 & 4.0
El grupo Khronos y el OpenGL ARB han publicado en el GDC 2010 de San Francisco las especificaciones de OpenGL 3.3 , GLSL 3.3, OpenGL 4.0 and GLSL 4.0. ¿Por qué 2 specs al mismo tiempo? OpenGL 3.3 puede ser desarrollada con las … Continue reading
Posted in Graphics, Hardware, Programming
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cURL compilación y “linkado”
Bueno, hace poco estoy experimentando con cURL. Tengo la manía de que todo se compile en mi proyecto para poder hacer copy/paste y tan solo darle a compilar, tanto en windows como en linux. En la página de descargas de … Continue reading
Posted in Network, Programming
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Intel’s Thread Building Blocks
Trasteando con HipHop PHP he visto una dependencia que era tbb Intel’s Thread Building Blocks. Bien pues es algo que ya escuché hace tiempo, se trata de una manera de aprovechar el paralelismo en C++. No penseis en un sustituto de … Continue reading
Posted in Linux, Programming
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ModelViewer, Deferred Rendering pipeline
Ups, I have no uploaded this video… No Siesta Studios Viewer with a demo model big dady 2. It video show my Deferred Rendering pipeline. Video:- Only Diffuse map- Normal Mapping- Deferred Rendering: Geometry Stage; albedo, normals, SSAO and specular … Continue reading
Posted in Graphics, Programming, Video Games
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Aspect Ratio and Context Menu
Hi there! now I have assigned 1.3 aspect ratio and created context menu for to select easily between effects. Shortcut is available with function keys too, F1-F10. This is the end of the first lite version using glut. Is a … Continue reading
Deferred Rendering and Normal Mapping
To do normal mapping in Deferred Rendering is little dificult because you need to store in G-buffer tangent and binormal if you want, but it is easy to calculate. Or you can calculate TBN matrix per pixel with your 2D … Continue reading
Specular RGB and Edge Detect AA
Hi all! A little update of specular effect. Now with support of RGB channel. I have a screenshot with edge detect anti-aliasing: Look, blue in metal and red in crystal… painted by Prompt Blog this! Bookmark on Delicious Digg this … Continue reading
Adjusting SSAO
I’m adjusting the params of my SSAO shaders. I’m trying to have more darkness in occlusion zones and more clean the others fragments. So adjusting selective fragments I have more performance. Blog this! Bookmark on Delicious Digg this post Recommend … Continue reading