Monthly Archives: March 2011
I change operating system about once a decade. Well, no; by accident rather than design I ended up running Windows 2000 well past what could charitably be called its twilight years, and by the time the installation was beyond a … Continue reading
Ogre is a pretty good 3D engine/library, if one with a somewhat steep learning curve. I’ll write some more thoughts on it one day, but for now, a useful finding from today is that by default, texture co-ordinates are set … Continue reading
There’s something satisfying about conducting a little science, even when you know what the results are going to be. Well. I nearly caught a big surprise, but then I remembered I was comparing a debug build to a release one. … Continue reading
My experiment with Java in a high-performance graphics context has “sort of” (perhaps not permanently) ended. It’s been interesting, as I managed to get a lot more out of it than I did C#, even though the latter is a … Continue reading
Here is a lesson. Never, ever lock the only available online copy of your source code behind a version control system. Always have some way of getting a recent snapshot via HTTP, and preferably not via the tedious file-by-file approach … Continue reading
Applying a convolution kernel to a regular heightmap grid to produce points of interest for a Delaunay triangulation. In other words, do edge detection on the dataset first, rather than going through the labourious process of attempting to compute errors … Continue reading
This is what working with computer graphics will do for you.