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Alejandro Segovia Azapian

Rendering and Systems Engineering

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Category: C++

C++ GPGPU

Conway’s Game of Life

March 30, 2015March 27, 2015Ale

This week we take a short break from 3D programming topics and go into gaming! Well, sort of… A few weeks ago I published on my GitHub page a CUDA…Continue readingConway’s Game of Life

C++

C++11 Enum Classes

June 10, 2013June 16, 2013Ale

With the release of the C++11 standard, C++ finally obtained its own enum type declarations. Dubbed “enum classes”, these new enums type define a namespace for the discrete values they…Continue readingC++11 Enum Classes

2 Comments on C++11 Enum Classes
C++

Function Objects using Variadic Templates in C++11

February 11, 2013February 17, 2013Ale

One of the biggest features introduced in C++11 are lambda expressions. Lamba expressions (or “lambdas”) are a powerful mechanism that allows defining functions “on-the-fly”. These can be stored in function…Continue readingFunction Objects using Variadic Templates in C++11

2 Comments on Function Objects using Variadic Templates in C++11
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

C++

Variadic Templates in C++ 11 (Part 2 of 2)

September 24, 2012September 22, 2012Ale

Last week we started discussing C++11’s new Variadic Templates. In that article I showed you how to declare a function initialized by a Variadic Template that returns the number of…Continue readingVariadic Templates in C++ 11 (Part 2 of 2)

C++

Variadic Templates in C++11 (Part 1 of 2)

September 17, 2012September 16, 2012Ale

This week we are continuing with the C++11 saga, moving on to a new feature called “Variadic Templates”. Inspired by the concept of Variadic Functions in C, the idea behind…Continue readingVariadic Templates in C++11 (Part 1 of 2)

C++

Move Semantics in C++11 (Part 2 of 2)

September 10, 2012September 13, 2012Ale

Last week we talked about the problem with passing objects around in the 2003 C++ standard, and mentioned how the new move semantics in C++11 could help us avoid expensive…Continue readingMove Semantics in C++11 (Part 2 of 2)

C++

Move Semantics in C++11 (Part 1 of 2)

September 3, 2012September 5, 2012Ale

Continuing with the C++11 saga, this week I’ve been playing with move semantics. In this post I share my findings regarding using it on Apple’s Clang version 4.0. Move semantics…Continue readingMove Semantics in C++11 (Part 1 of 2)

1 Comment on Move Semantics in C++11 (Part 1 of 2)
C++

C++11 Iterators and Lambdas (Revisited)

August 27, 2012August 31, 2012Ale

Last week I introduced an article where I tested C++11 support in Apple’s version of the clang compiler (Apple clang 4.0). As you may remember, after conducting some tests, I…Continue readingC++11 Iterators and Lambdas (Revisited)

C++

Playing with C++11 (using Clang)

August 20, 2012August 21, 2012Ale

I have been following the new C++ standard for quite some time (even before it was named C++11), so I’m very glad to see support for it reaching mainstream compilers…Continue readingPlaying with C++11 (using Clang)

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 : )

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