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    Tuesday
    15Sep2009

    Jennifer Bullard speaks at AGDC

    Friday
    10Jul2009

    Cliché Alert! Not Dead!

    No, really.  I have content for you guys, it needs proofreading and cleaning up but I do.  However I'm selling my house and buying a new one so my spare time is taken up by packing, paperwork, cleaning and paperwork.  I'll try to post while all of this is going on but the reality is I'll be randomly available for random amounts of time for the next two months.  

    Please don't think this website is dead, it's just in a life transition.  Just so you know what's coming up:

     

    • How to create a common interface between OpenGL ES 1.1 and 2.0
    • Sprite rendering in OpenGL ES
    • Free camera source code

     

    Stick around, be patient.

    Wednesday
    17Jun2009

    OpenGL ES Sprite Engine Work in Progress

    I've been working on an OpenGL ES project for a presentation to CocoaCoder.org to help people in the group understand OpenGL better and to get better performance.  My frustrations with the presentation led me to release my math library so people can spend time learning OpenGL instead of writing matrix math functions.  The project has ended up being a very simple sprite engine that supports OGL ES 1.1 and 2.0.  

    The CocoaCoder_OpenGLES project isn't a bunch of code I'm particularly proud of but it is a good example of 2D sprite rendering.  It's also a good example of using shaders on the iPhone, although I have only been able to test it against the simulator and not an iPhone 3GS.  

    Check the project out, play with it and give me any feedback you have.  I'm going to continue working on the project over the next couple of months and use it in future blog posts.

    Friday
    12Jun2009

    Math Library Release

    I've been working on OpenGL ES tutorials for a while and I always hit the same wall: a lack of vector and matrix support. For DirectX there's D3DXVECTOR4 and D3DXMATRIX which make it much easier to get started. For OpenGL you have some support via the matrix stack and glOrthof/glRotatef/etc. but OpenGL ES 2.0 takes even that away from you.

    Several years ago I wrote a math library that included everything from sine and cosine to transformations. It's overkill for simple 3D mathematics and a lot of it is organized in preparation to create a ray tracer. MathLib is what I use for all of my own OpenGL rendering, though, and does a good enough job for most cases.

    To give back to the community and save myself some sanity moving forward I've decided to release the MathLib part of my code library under the MIT license. Download it, check it out, and try it out. I'll release source code that shows how it's used with OpenGL ES shortly.

    [EDIT: here's a quick example on how to use the library's transformations with OpenGL]

    glMatrixMode(GL_PROJECTION);

    Transform4f ortho(Transform4f::Orthographic(-1.0f, 1.0f, -1.5f, 1.5f, -1.0f, 1.0f));

    Matrix4x4f mat(ortho.GetTransform());

    glLoadMatrixf((float*)mat);

    glMatrixMode(GL_MODELVIEW);

    Transform4f rot(Transform4f::RotateZ(rotation * 0.0174532925f));

    mat = rot.GetTransform();

    glLoadMatrixf((float*)mat);

     

    Tuesday
    26May2009

    Link pages ported, new iPhone links added

    I've managed to come back and do the last of the work needed to switch to SquareSpace.  Some personal things came up and delayed my work on this for a while but now I'm back.  

    The link pages are new moved over and cleaned up where appropriate.  I've also added a new page with iPhone development resources.  

    Next:  Finalize switch from the old website and start posting about OpenGL ES sprites on the iPhone.