Programming and animation
Programming and animation ideas, articles, tutors, scripts, plugins in the 3d-
Tip: NPRuntime window handle
Posted on 23 July 2010 Neill No commentsI has found an interesting feature of a NPRuntime plug-in, when I initialize OpenGL rendering context to a particular window handle, and then I need to hide for a while and show a window in browser, using calls style.display = ‘none’ / ‘block’. As I turned out these calls are changing a window handle. This situation needs to specifically monitor, cause OpenGL context is loses.
Programming Browser, NPRuntime, Tips -
SMTP send
Posted on 13 June 2010 Neill No commentsA good example of sending mail is here - https://forum.antichat.ru/printthread.php?t=44490
Programming C++, Delphi, smtp, Tips, Win32
If you need a port to C + +, write to me.
P.S. Practice has shown that the service mail.ru better not to deal with. Half day caught cause loss of messages such as “mailbox does not exist”, while the same yandex sent no questions asked. -
GLSL shaders tips: NVidia and AMD difference.
Posted on 29 May 2010 Neill No commentsOn my personal experience in adaptation glsl shaders to AMD.I wrote “adaptation”, because this process can not be called in another manner, after setting up under the NVidia card.1) AMD does not like ARB_draw_buffers require flag in the shader. And if you do not specify any flag at all, shader compiles without any problems. But NVidia gives me a warning that I should include this flag to work with MRT.When the Cg shaders, there is another story, you need a ATI_draw_buffers flag.http://developer.nvidia.com/forums/index.php?showtopic=2572
http://developer.nvidia.com/forums/index.php?showtopic=2703&st=0&gopid=7686&#entry7686
2) AMD swears the presence sampler2DRect and sampler2D in one shader. Also from the category of “not paying attention” on such a warning.Graphics, Miscellaneous GLSL, OpenGL, shaders, Tips -
Note about a sniffer code
Posted on 10 May 2010 Neill No commentsOn the internet I have found a lot of information and sample code to implement the injection of dynamic link library into an executable module. Most of examples originate from Jeffrey Richter. What I have observed, a lot of these examples forget to exit from thread in the sniffer library. This is particularly as a rule in examples for Delphi. Without this command, the executable file, which we produce injection will simply fall down. So, do not forget to leave the thread.
ExitThread(0);
Programming C++, Tips -
Qt and messages queue
Posted on 24 April 2010 Neill No comments
Out of habit, with WinApi you need to find a substitute for SendMessage, PostMessage in Qt, so that some operations less meaningful and more demanding to defer for a period of message processing, but not during the execution of the interrupt handler, or any triggers.
Programming C++, Qt -
A little about Optitrack SDK and TrackIR
Posted on 24 April 2010 Neill No commentsIn this post I’ll tell you a little about the experience of working with Optitrack SDK and connecting the TrackIR.
Programming device, Optitrack, SDK, Tips, TrackIR -
Моя первая публикация
Posted on 26 February 2010 Neill No commentsThis article is not avaliable in english.
Недавно нашел у себя на компьютере весьма памятный мне материал – текст брошюры, которая продавалась в моем городе на рынке в книжной лавке. Это был октябрь 2000 года и мне тогда было 14 лет отроду.
Материал был написан на основе своего опыта работы с библиотекой OpenGL и разработкой проекта “Автомобиль в движении”. Как это всё было тогда наивно, но по своему загадочно и величественно на то время. В общем это было начало начал так сказать.
Graphics, Programming Delphi, OpenGL -
OpenGL вне зависимости от платформы или SDL
Posted on 26 February 2010 Neill No commentsThis article is avaliable only in russian.
В виду того, что статья OpenGL для Win32 пользуется популярностью, я решил выложить еще несколько глав из когда-то намечавшейся книги по OpenGL и компьютерной графике. Материал еще имеет определенную актуальность, особенно для начинающих.
OpenGL – открытая графическая библиотека для работы с двухмерной и трехмерной графикой. Главной особенностью можно считать то, что она поддерживается практически всеми операцинными системами. Тем самым давая возможность обладателям Windows, Linux, MacOs и др. операционных систем творить свои трехмерные шедевры, в отличие от DirectX, который написан только под Windows. Однако в каждой операцинной системе инициализация OpenGL проводится по своему. Я мог бы конечно рассказать вам об этом, но главная цель моей книги – это показать новые возможности OpenGL с использованием современных видеокарт, поэтому для инициализации мы будем использовать библиотеку SDL. Это кросс платформенный мультимедийный API или иными словами, с помощью этой библиотеки мы сможем, будь-то Windows, Linux или MacOS, работать с графикой, клавиатурой и мышкой, таймером, событиями и т.д. Так что изучение OpenGL не будет зависеть от выбора операционной системы.
Для начала ознакомимся с этой библиотекой и её возможностями. Я расскажу только о том, что нам потребуется в дальнейшей работе.
Graphics, Programming OpenGL, SDL -
OR SDK and STL string
Posted on 6 February 2010 Neill No commentsOR SDK and STL string together generate a 118 error when compiling from error C2365: ‘operator new’: redefinition; previous definition was ‘function’It seems to be why they combine, because in the OR SDK has a class for the line – FBString. However, with such a challenge comes when you want to connect third-party libraries or their development, often it’s all tied to the STL string and get rid of that there is no possibility.OR SDK and STL string together generate 118 errors when compiling from error C2365: ‘operator new’: redefinition; previous definition was ‘function’
It seems that there is no reason to combine them, because in the OR SDK there is a class for the string – FBString. However, such a challenge comes when you want to connect third-party libraries or own development, often it’s all tied to the STL string and get rid of that there is no possibility.
MotionBuilder, Programming C++, OpenReality, SDK, string, Tips -
Evaluation thread in a shader plugin
Posted on 12 January 2010 Neill No comments* Image taken from the documentation for Autodesk MotionBuilder 7.5When writing a plugin shader webcams faced with such a contradiction: on the one hand is necessary to process each frame of a web camera with no impact on the overall performance MoBu scene, and with another – usually creating plug-ins for MoBu says, adding that its flow can only degrade performance, they say do not do so, and then use what’s already there. Here is a quote from the documentation: Any extra threads or processes running parallel to MotionBuilder might seriously slow down performance or even prevent MotionBuilder from running at all.* Image taken from the documentation of the Autodesk MotionBuilder 7.5
When I was writing a plugin shader for a webcam, I have faced with such a contradiction: on the one hand is necessary to process each frame of a web camera with no impact on the overall performance of the MoBu scene, and with another – rule for creating plug-ins for MoBu says: Any extra threads or processes running parallel to MotionBuilder might seriously slow down performance or even prevent MotionBuilder from running at all.
MotionBuilder, Programming OpenReality, overview, Plugin, SDK, WebCam




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