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Alejandro Segovia Azapian

Rendering and Systems Engineering

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Author: Ale

3D Engine Vortex-Engine

Multi-Render Targets

March 6, 2017March 6, 2017Ale

This week, work went into testing Multi-Render Target support. Usually abbreviated MRT, Multi-Render Targets allow our shaders’ output to be written to more than one texture in a single render…Continue readingMulti-Render Targets

3D Engine Math

Quick Procedural Geometry Notes

February 27, 2017February 27, 2017Ale

This past week was crazy busy and I didn’t have any time to sit down and code. Nonetheless, I had the time to work out the math and jot down…Continue readingQuick Procedural Geometry Notes

Vortex Editor Vortex-Engine

New Light Interface

February 13, 2017February 12, 2019Ale

This week, work focused on developing a completely new interface for placing and customizing lights in the scene. The history of Vortex with lights is interesting. In Vortex 1.1, the…Continue readingNew Light Interface

Vortex Editor Vortex-Engine

Postprocessing Underpinnings

February 6, 2017February 6, 2017Ale

These past few weeks the majority of work went into establishing the underpinnings for frame postprocessing in the new V3 renderer. Vortex 2.0 was the first version of the engine…Continue readingPostprocessing Underpinnings

3D Engine C++ Retrospective Vortex Editor Vortex-Engine

Wrapping up 2016: Lessons Learned from working on Vortex

December 31, 2016December 20, 2018Ale

2016 marks a year where a lot of work went into both the Vortex Engine and the Vortex Editor. Working on both these projects during my free time has been…Continue readingWrapping up 2016: Lessons Learned from working on Vortex

2 Comments on Wrapping up 2016: Lessons Learned from working on Vortex
Vortex Editor Vortex-Engine

Reaching Feature Parity

December 26, 2016December 26, 2016Ale

Last week work continued on different parts of the Editor. As the new renderer falls into place, I’ve been going through the Editor code, finding scaffolding and other legacy code…Continue readingReaching Feature Parity

Vortex Editor Vortex-Engine

New RenderCamera Work

December 19, 2016December 12, 2016Ale

This week I reimplemented the camera logic from scratch. The previous camera controls in Vortex date from around 2010 and, even though it worked and helped release a number of…Continue readingNew RenderCamera Work

Uncategorized

Material Editing via Shader Introspection

December 12, 2016December 7, 2016Ale

Last week I started to work on an advanced Material Editor for Vortex. If you remember, one of the objectives of the new V3 Renderer was to completely overhaul the…Continue readingMaterial Editing via Shader Introspection

3D Engine C++ Vortex Editor Vortex-Engine

Shader Texture Mapping and Interleaved Arrays

November 28, 2016December 1, 2016Ale

Work continues on the new Rendering System for the Vortex Engine. This week was all about implementing basic texture mapping using GL Core. The following image shows our familiar box,…Continue readingShader Texture Mapping and Interleaved Arrays

Vortex Editor Vortex-Engine

First Steps for the V3 Renderer

October 31, 2016October 31, 2016Ale

This week, work continued on the new V3 Renderer. In the image above, we can see that the renderer is starting to produce some images. It might not look like…Continue readingFirst Steps for the V3 Renderer

C++ OpenGL Vortex Editor Vortex-Engine

Vortex V3 Renderer

October 24, 2016October 24, 2016Ale

The past couple of weeks have been super busy at work, but I’ve still managed to get the ball rolling with the new renderer for the Vortex Engine. This is…Continue readingVortex V3 Renderer

Vortex Editor Vortex-Engine

The slow road to persistence: encoding

September 12, 2016September 11, 2016Ale

This week I took on the large task of implementing a serialization scheme that allows saving the user’s scene onto their disk. The problem at hand can divided in two…Continue readingThe slow road to persistence: encoding

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