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Alejandro Segovia Azapian

Rendering and Systems Engineering

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  • Computer Graphics
  • Personal Projects
    • Vortex 3D Editor
    • Vortex 3D Runtime
    • Vortex 3D Engine
    • GLSL Shader Editor
    • Quake 2 BSP Renderer
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    • The Mandelbrot Set
    • Vector Field Renderer
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    • Py Particle System (2006)
    • C++ Raytracer (2005)
  • WebGL
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Month: October 2011

C++ Vortex-Engine

Improving Vortex’s Smart Pointers

October 25, 2011October 26, 2011Ale

In out last post, we talked about the shift we are currently making in Vortex, moving towards reference-counted resource management. In this context, one of the problems we mentioned was…Continue readingImproving Vortex’s Smart Pointers

C++ Vortex-Engine

Towards Reference-Counted Resource Management in Vortex

October 20, 2011October 23, 2011Ale

Now that we have advanced support for a dual rendering pipeline in Vortex, we are now shifting our attention into a completely different topic. This time we are looking into…Continue readingTowards Reference-Counted Resource Management in Vortex

Dual Pipeline support in Vortex Engine C++ Vortex-Engine

Dual Pipeline support in Vortex Engine

October 14, 2011November 7, 2011Ale

Continuing with the news related to the Vortex Engine, I’m glad to announce that the next version of Vortex will come with two separate rendering pipelines: a fixed rendering pipeline…Continue readingDual Pipeline support in Vortex Engine

Uncategorized

Steve Jobs 1955-2011

October 6, 2011October 6, 2011Ale
Md2 Models and Vortex Scene Graphs C++ Vortex-Engine

Md2 Models and Vortex Scene Graphs

October 3, 2011November 7, 2011Ale

Someone once said there is no building the engine without building a game. There is nothing like actually using your own tools in order to pinpoint the weak spots of…Continue readingMd2 Models and Vortex Scene Graphs

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