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Monthly Archives: April 2010
The BHM 3D vertex skinning sample
I have committed a first version of the BHM 3D skinning sample to SourceForge. You can find it here: https://sourceforge.net/p/bhmfileformat/code/ci/default/tree/BHM3DSample/ The code is not fully commented yet, I’m still working on that (it is Doxygen-compliant so far though, so try … Continue reading
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A progress update on the BHM project
The past weeks I have been working on the OpenGL sample for loading and animating a simple BHM file. As I mentioned earlier, it has been a while since I used OpenGL, so I had never really used the modern … Continue reading
Some more 3D engine-related news
Although I’ve mainly been working on the OpenGL sample for the BHM File Format, I also had some ideas on how to improve my Direct3D codebase. Namely, Direct3D 10 and 11 allow updating of shader constants by mapping a struct … Continue reading
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Why you should use OpenGL and not DirectX – an analysis
I already mentioned this blog a few posts ago, but let’s dive a bit deeper into it… taking one piece at a time… “This baffles us. It’s common geek wisdom that standards-based websites, for instance, trounce Silverlight, Flash, or ActiveX. … Continue reading
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