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Javascript spikeball

16-05-2010 at 17:19:11 | 4 comments

Few days ago I was speaking with mrdoob about 3d engines and he showed me one of the projects he's working on: three.js it's a javascript framework to be able to use the browser canvas to paint 3D stuff :)

Its sounded funny: 3D... optimization... it's looks "just" like other demoscene plataform.

So I'm trying to help to improve it and while getting use of the js syntax and so on, here you have a little test I've made (just click on it):

Btw, the effect is based on the code of one of our Stravaganza productions: This way (64kb version also available here)

16-05-2010 at 17:19:11 | 4 comments

SOMVis first release

20-12-2009 at 04:24:29 | no comments

I've just uploaded a little program for SOM visualization of data sets. You can check it here

20-12-2009 at 04:24:29 | no comments

GLSL code stringify

05-08-2009 at 20:29:41 | 3 comments

I just started few weeks ago with GLSL and I was trying to find the best way to include shader code into my intro.

I found out many ways, the two following ways were easy to use just having a little text converter, but hard to manage changes because you always mistake while entering the separators:

GLchar* vs="void main(void)"
"{"
"gl_TexCoord[0] = gl_MultiTexCoord0;"
"gl_Position = ftransform();"
"}";
This one is even harder to read:
GLchar *vs_test ="void main()\r\n\
{\r\n\
gl_Position = ftransform();\r\n\
}";

But finally, I found a much simpler and good looking way to stringify the shader:

#define STRINGIFY(A)  #A

GLchar* vs_blur=STRINGIFY(
void main()
{
	gl_TexCoord[0] = gl_MultiTexCoord0;
	gl_Position = ftransform();
});

More info

05-08-2009 at 20:29:41 | 3 comments