Lesson 0: Getting started with WebGL Lesson 1 >> [This post has been updated several times since it was originally written, as things have moved on a bit since it was originally published in October 2009... to the best of my knowledge, information is correct as of 17 January 2012.] The first step in trying out WebGL is to get a browser that supports it. Keeping it simple In general, I recommend that if you want to take a look at cool WebGL demos and aren’t really worried about developing your own, and don’t really care that some of the very latest stuff might not work, then: If you’re on Windows, make sure you have the Microsoft DirectX runtime installed — this is a free download from Microsoft.Once you’ve done that, make sure that you’ve got the very latest versions of the drivers for your graphics card. That’s it! Doing it the hard way If you’re developing WebGL yourself, or if you need the latest features, then nothing beats having the very latest browser. Firefox To get Minefield: Safari Chromium For Windows For the Macintosh
Clark Verbrugge’s Hex Grids Update: Also see Amit’s guide to hex grids (2013), where I expand on the ideas Clark Verbrugge posted in this article. Copyright (c) Clark Verbrugge, 1997. [email@example.com] Copyright (c) Clark Verbrugge, 1996. This is version 3 of this document. Contents: (0) Version History(1) The Hexagonal Coordinate System(2) Distance in Hexspace(3) Line of Sight (LOS) in Hexspace(4) How to Use Rectangular Arrays of Hexagons(5) Distance and LOS in a Rectangular Array of Hexagons(6) LOS by Intersection of Hexagons with a Straight Line(7) Euclidean Field of View (FOV) on a Hexagonal Grid(8) References (0) Version History 3 : Added this section, and sections on FOV and LOS by intersection 2.1: Fixed bug in Floor2 and Ceil2, which gave wrong values for negative inputs. 2 : Addition of material dealing with rectangular patches of hexagons. (1) The Hexagonal Coordinate System Here’s a hexagonal grid with a coordinate system mapped to square grids. (2) Distance in Hexspace (3) Line of Sight (LOS) in Hexspace
KONECT - The Koblenz Network Collection OpenGL:Tutorials:Theory Introduction to OpenGL Theory This document serves to address the theory behind OpenGL, as several facets of OpenGL are commonly used with little knowledge of the reason, or worse yet, used without reason. Firstly, this article intends to explain what a state machine is and why OpenGL is considered as such. State Machine A state machine is a term for describing, in simplest terms, is a machine that stays in a persistent state until it receives a message that tells it to change. An OpenGL state is the exact configuration of the system at any particular time. A common misconception is that the primitive drawing functions are state changes. OpenGL Matrix Stacks The basic idea is that OpenGL maintains a stack of matrices whereas the top of the stack is the current matrix, and every time you use a transformation then it is applied to the current matrix. transformation functions: glTranslate(x, y, z); glRotate (a, x, y, z); glScale (x, y, z); glPopMatrix() would be the equivalent of ‘load’.
Flash ActionScript 3 Tutorials - Beginners ActionScript is a programming language used to develop applications that will run on the Adobe Flash Player platform. In this page, you'll find a list of beginner's level ActionScript 3 tutorials that will help you understand how to use the ActionScript 3 language to add interactivity to your Flash movies. If you're a Flash designer or animator who is looking to expand your skills in Flash by learning ActionScript 3, I encourage you to browse through these articles, and hope that you will learn a few new things. Introduction to AS3 Assigning Instance Names and Modifying some Movie Clip Properties in AS3Introduction to Flash AS3 VariablesExpressions and Operators in ActionScript 3 Flash AS3 Events Introduction to Flash AS3 Event HandlingHow to Create an AS3 Event ListenerThe AS3 Event ObjectUsing the AS3 EnterFrame Event to Create Coded Animation in Flash Working with MovieClips Flash ActionScript 3.0 Preloader Tutorial Preloading in Flash AS3 [PART 1]Preloading in Flash AS3 [PART 2]
Creating an OpenGL Window from Scratch - A Beginner's Tutorial - Fallout Software In this tutorial we will learn how to create a simple, empty OpenGL window from scratch. Actually we will be creating an OpenGL application, because I cover both windowed and full-screen modes here. This will require you to know some additional information before you can understand what the source code means. I will use the window-creation base code from my windows tutorial as the base for the OpenGL app. If you have no idea how to program and/or show a window on the screen I suggest reading my windows tutorials. To make it easier to tackle this comprehensive tutorial I decided to divide it into 4 disstinct parts so you can learn one part at a time. i. The first part will describe the Window Device Context and the OpenGL Rendering Context. I think I should start with the general idea of how by using the Windows OS you would draw graphics inside a window (GDI, not OpenGL) and that leads us to the Device Context. i. A Brief Introduction to How OpenGL works on Windows ii.
developer.casgrain.com » Automatically localize your nibs when b This post applies to all Cocoa apps, whether on the desktop or on the iPhone. When you want to localize your application, you can take several routes. No nibs, only .strings files The first one is to not use nibs (or xibs, in the new parlance). If you build everything programmatically, +alloc and -init-ing your controls and your views, you can store all the strings in .strings files. English.lproj/ Localizable.strings [file contents] "Dawn" = "Dawn"; "Sunrise" = "Sunrise"; "Sunset" = "Sunset"; "Dusk" = "Dusk"; French.lproj/ Localizable.strings [file contents] "Dawn" = "Aube"; "Sunrise" = "Lever"; "Sunset" = "Coucher"; "Dusk" = "Crépuscule"; To use, simply call call: NSString *str = NSLocalizedString(@"Dawn", nil); This technique is important even if you have nib files, because most of your strings are probably in .strings files already. Use nibs This is very bad. Translators want strings files, not nib files You could use Wil Shipley’s approach of translating everything at run-time. Summary
MongoDB Revisited » phpmaster In my previous article Introduction to MongoDB I discussed installing Mongo, its PHP extension, and how to perform simple insert and find operations. Of course there are many, many more features than what I mentioned so I wanted to write another article to show you some of them. In this article you’ll learn about cursors, additional query filters, and running queries on arrays and embedded documents. Cursors First let’s talk about cursors in MongoDB. In the earlier article you saw an example of a find operation like the one below, which selects all the documents found in a collection matching the passed criteria: What I only briefly mentioned at the time was the find() method returns a MongoCursor instance (not a list of the actual documents found). Mongo’s cursor has two life stages. Oftentimes you’ll see the method invocations chained together like so: Also worth mentioning is that not all of the documents matching the criteria of your query will be returned at the same time. Indexes
OpenGL Transformation Related Topics: OpenGL Pipeline, OpenGL Projection Matrix, OpenGL Matrix ClassDownload: matrixModelView.zip, matrixProjection.zip Overview Geometric data such as vertex positions and normal vectors are transformed via Vertex Operation and Primitive Assembly operation in OpenGL pipeline before raterization process. OpenGL vertex transformation Object Coordinates It is the local coordinate system of objects and is initial position and orientation of objects before any transform is applied. Eye Coordinates It is yielded by multiplying GL_MODELVIEW matrix and object coordinates. ). Note that there is no separate camera (view) matrix in OpenGL. Normal vectors are also transformed from object coordinates to eye coordinates for lighting calculation. Clip Coordinates The eye coordinates are now multiplied with GL_PROJECTION matrix, and become the clip coordinates. Normalized Device Coordinates (NDC) It is yielded by dividing the clip coordinates by w. Window Coordinates (Screen Coordinates)
.NET Framework 3.5 Service pack 1 (full package) Microsoft .NET Framework 3.5 service pack 1 is a cumulative update that contains many new features building incrementally upon .NET Framework 2.0, 3.0, 3.5, and includes .NET Framework 2.0 service pack 2 and .NET Framework 3.0 service pack 2 cumulative updates. .NET Framework version 3.5 Service Pack 1 provides the following new features and improvements: ASP.NET Dynamic Data, which provides a rich scaffolding framework that allows rapid data driven development without writing code, and a new addition to ASP.NET AJAX that provides support for managing browser history (back button support). 01Microsoft .NET Framework 4 (Web Installer)The Microsoft .NET Framework 4 web installer package downloads and installs the .NET Framework components required to run on the target machine architecture and OS. Loading your results, please wait...
SceneJS - WebGL Scene Graph Library