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Alejandro Segovia Azapian

Rendering and Systems Engineering

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Category: C++

C C++ Math

Implementing sqrt

January 23, 2012January 22, 2012Ale

I was reading some post about interview questions of 2011 and came across one that stated “find the square root of a number”. Assuming we can’t use the sqrtf function…Continue readingImplementing sqrt

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

An Angel with Generated Normals C++ Vortex-Engine

An Angel with Generated Normals

November 7, 2011November 20, 2011Ale

Sometimes the 3D models we have to display provide no information other than vertex data for the triangles they define. This might be enough to approximate the shape of the…Continue readingAn Angel with Generated Normals

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

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

C++ Video

Herb Sutter’s “Why C++?” Talk Sum-up

September 8, 2011September 11, 2011Ale

This is a sum up of the points I believed to be the most interesting in Herb Sutter’s recent “Why C++?” talk. The video was published on Microsoft’s Channel9, but…Continue readingHerb Sutter’s “Why C++?” Talk Sum-up

C++ Vortex-Engine

Support std::endl in custom C++ streams

August 11, 2011August 12, 2011Ale

I’ve been working on a custom Logging system for Vortex. After thinking about it for a while, I decided to go with a stream-based API for logging. I figured this…Continue readingSupport std::endl in custom C++ streams

C++ Education L+

Introducing the L+ Compiler (and it’s free!)

July 9, 2011July 11, 2011Ale

I’m glad to announce that Emilio Pombo and I have just released the full source code for a custom compiler we built back in 2006! The compiler, built as a…Continue readingIntroducing the L+ Compiler (and it’s free!)

2 Comments on Introducing the L+ Compiler (and it’s free!)
C++ Quake Vortex-Engine

Improvements to Md2 in Vortex-Engine

April 2, 2011Ale

These last few days I’ve been improving the Vortex-Engine support for Md2 Model files. Md2 models can now be “instanced” from the same data at the Engine level (not to…Continue readingImprovements to Md2 in Vortex-Engine

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