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Alejandro Segovia Azapian

Rendering and Systems Engineering

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Category: Vortex-Engine

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++ 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

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

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

C++ Vortex-Engine

Overloading “operator bool” for fun and for profit

March 9, 2011Ale

C++ is a great language when it comes to extensibility. I used to think most customizations were possible only because of the famous C preprocessor, however, other features such as…Continue readingOverloading “operator bool” for fun and for profit

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