| | | |
| direct3d-pixel-center | A brief description of how to map coordinates to the center of pixels and texels in Direct3D/D3D9.
Also illustrates how these rules are different from OpenGL.
| 2007-11-29 |
| kwxport | A .X file exporter for 3dsmax version 8 which properly
exports geometry and animation under many situations where
the SDK exporter or PandaSoft exporter do not.
| 2007-07-16 |
| skinning | How to draw soft-skinned animated characters using openGL.
| 2007-07-13 |
| scene-graph | My two cents in the perennial scene graph argument.
| 2006-09-30 |
| laserbolt | How to draw a laser bolt in 3D using a combination
of billboarding and oriented quads.
| 2006-06-10 |
| dds-info | Some code that shows how to load DDS texture image files.
| 2006-06-10 |
| nuxporter | Export .X meshes with good face normals from the DeleD Pro
level editor. Also includes some other features.
| 2006-04-29 |
| d3dx-animation | The D3DX animation API for .x mesh files leaves a lot to be desired.
| 2006-03-05 |
| matrix-layout | Describes the difference between DirectX and OpenGL matrices
(as well as the ODE library)
| 2006-01-11 |
| opengl-pixel-perfect | Things to know in order to do pixel-for-pixel matching
between textures and on-screen pixels.
| 2005-01-28 |
| cx-file | A simple Max 5.1 geometry exporter and mesh file
format, supporting animation, skinning, multiple vertex
channels, multiple materials, skeletons, attachment
points, and other miscellanea.
The page also has source and compiled plug-in for an
ATI RenderMonkey geometry loader for the Cx format.
| 2004-09-12 |
| heightfield-interpolation | Using cubic Hermite interpolation to determine the height of intermediate positions in a height field.
| 2004-07-04 |
| camera-description | A description of the implementation
of my simple camera system.
| 2004-06-23 |
| expand-bits | How to properly expand pixel values or sound sample values from
a lower bit range (say, nybbles) to a higher bit range (say,
bytes).
| 2004-06-03 |
| fire-particles | A simple particle system makes for a camp fire.
| 2004-05-04 |
| simple-scene | A simple set of patterns that go together to create
a solid system of rendering geometry in a game.
| 2004-03-31 |
| simple-gl-camera | I've answered the question "how do I make the camera move
independently from my objects in OpenGL" often enough. Here's how.
| 2004-03-18 |
| game_loop | How to structure a game main loop to support fixed physics time steps,
yet support a wide range of graphics solutions (including those that
run faster than your physics engine).
| 2004-02-07 |
| xskinexp | The Microsoft DirectX SDK .X File exporter for 3dsMax 5, converted
to better preferences and to use the ISkin modifier rather than
Physique.
| 2004-01-04 |
| dof | Real-time Depth of Field; quick and dirty implementation using only vanilla OpenGL.
| 2003-01-26 |
| skybox | How to draw a sky box with no seams
| 2003-01-21 |
| ripples | Simple demo of ripples in a connected mesh.
| 2003-01-04 |
| vert_weighting | A quickie explanation of how vertex weighting (skeleton skinning) works.
| 2003-01-04 |
| vdbump | How to account for surface roughness self-occlusion with normal mapped surfaces
| 2002-11-27 |
| vertex-arrays | How to turn separately indexed vertex and and texture index arrays
(such as found in a 3DSMax model, or almost any other modeling package)
into an appropriately factored single-index vertex array, as used by
accelerated 3D hardware (both openGL and Direct3D).
| 2002-04-09 |
| circle | Quick explanation of how to rasterize a circle using the mid-point algorithm.
| 2002-02-02 |
| opengl-perf | An answer I wrote on opengl.org concerning graphics card performance.
| 2001-10-16 |