20120416 Mesh subdivision (2012 extended edition)
Back in 2004, when I was starting to experiment with OpenGL, I had the idea of creating meshes from scratch. This will come in handy for intros, since this way I won’t be needing to include the meshes’ data with the executable!, I thought. I would create a simple base pyramidal mesh, and subdivide it [...]
20110514 Google I/O 2011, day 2
I woke up quite late today-at 7.30. But got quickly in motion: the keynote was at 9.30h, so I didn’t have as much time for slacking as yesterday! It was funny trying to identify more fellow attendees on the way to the Moscone center. None of them got their badges out, but the backpacks and [...]
20100910 A nosy look into LiveWallpapers.apk
It first seemed that the Galaxy wallpaper was implemented in C + OpenGL (with Java calls, of course). From our tests, using Canvas was not an option, since there were just too many particles for poor humble Canvas. And it also looked like it was using the NDK, I thought upon reading this post. Then [...]
20100505 Messing with OpenGL ES (in Android)
The emulator vs the physical machines gl.glLineWidth is ignored in the HTC Magic (all lines have width = 1.0), whereas it is honoured on the emulator it also seems like the emulator performs some sort of polygon clipping instead of culling triangles when at least one of the vertexes is out of the frustrum — [...]
20100303 Seen, gone.
“Seen, gone.” is my first (serious) incursion in Android development. Yeah! As the description says: Take a picture, watch it morph into something different – yet related to its true origin. And before you can blink twice, it’s gone, destroyed by the very same hands that created it. To escape from the usual demoscene non-interactive [...]