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 | Leave a comment

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 | Leave a comment

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 | Leave a comment

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 | Leave a comment

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 | Leave a comment

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 | Leave a comment

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

Posted in Graphics, GUI, Programming | Tagged | 1 Comment

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

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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

Posted in Graphics, Programming | Tagged | 2 Comments

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

Posted in Graphics, Programming | Tagged | Leave a comment