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Alejandro Segovia Azapian

Rendering and Systems Engineering

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Category: OpenGL

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

OpenGL Python

OpenGL from a 10,000ft view

August 8, 2016August 11, 2016Ale

This month marks 10 years since I started learning and using OpenGL, and what a ride has it been! I started off with basic OpenGL 1.1 back in the University…Continue readingOpenGL from a 10,000ft view

C++ OpenGL

The GLSL Shader Editor

May 9, 2016May 9, 2016Ale

This week we take a break from work in the Vortex Editor to revisit an older personal project of mine: the GLSL Shader Editor, a custom editor for OpenGL shaders.…Continue readingThe GLSL Shader Editor

3D Engine Article OpenGL Vortex-Engine

Bump Mapping a Simple Surface

April 21, 2014November 23, 2014Ale

In my last post, I started discussing Bump Mapping and showed a mechanism through which we can generate a normal map from any diffuse texture. At the time, I signed…Continue readingBump Mapping a Simple Surface

Canvas OpenGL

WebGL for OpenGL ES programmers

December 23, 2013December 23, 2013Ale

I’ve been meaning to look into WebGL for a while now. Coming from an OpenGL (and then an OpenGL ES 2.0) programming background, I figured it should be relatively “easy”…Continue readingWebGL for OpenGL ES programmers

Objective-C OpenGL OSX

Writing a Mac OS X Screensaver

September 2, 2013September 1, 2013Ale

A screensaver can be seen as a zero-player game used mostly for entertainment or amusement when the computer is idle. A Mac OS X screensaver is a system plugin. It…Continue readingWriting a Mac OS X Screensaver

C++ OpenGL

libsdl-1.2 support for OpenGL 3.2

November 5, 2012November 3, 2012Ale

This week we take a break from the C++ saga to talk a little about OpenGL. I’ve forked libsdl-1.2 and added support for creating OpenGL 3.2 forward-compatible contexts. This is…Continue readinglibsdl-1.2 support for OpenGL 3.2

Light Scattering C++ OpenGL Vortex-Engine

Light Scattering

February 6, 2012February 7, 2012Ale

When we introduced Programmable Pipeline support to Vortex Engine, we claimed that better visual effects could now be introduced into the renderer. With the introduction of Render-to-Texture functionality into Vortex…Continue readingLight Scattering

3 Comments on Light Scattering
C++ OpenGL Vortex-Engine

Vortex adds Render-to-Texture capabilities

January 30, 2012February 2, 2012Ale

I’m very glad to announce Vortex now supports render-to-texture capabilities by means of Framebuffer Objects : )

C++ iOS OpenGL Vortex-Engine

A short detour along the way…

January 2, 2012January 22, 2012Ale

I wanted to improve the Stencil Shadow Volumes code a little bit and enable it for the Programmable Pipeline in Vortex, however, I had to take a small detour to…Continue readingA short detour along the way…

Stencil Shadow Volumes C++ OpenGL Vortex-Engine

Stencil Shadow Volumes

December 26, 2011January 26, 2012Ale

I’ve built Stencil Shadow Volumes into the Vortex Engine. Shadows are a very interesting feature to implement in an renderer, as they provide important visual cues that help depict the…Continue readingStencil Shadow Volumes

iOS OpenGL Vortex-Engine

iPhone OpenGL Retina Support

April 17, 2011Ale

When Steve Jobs introduced the Retina Display feature for iPhone 4 and iPod Touch, he mentioned media content should be now adapted to the new devices, in order to make…Continue readingiPhone OpenGL Retina Support

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