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Vladimír Vondruš
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June updates to Magnum C++11 and OpenGL graphics engine: http://mosra.cz/blog/article.php?a=31-june-updates-to-magnum Android support, instanced rendering, OBJ import and more
The Magnum C++11 and OpenGL/OpenGL ES/WebGL graphics engine gained experimental Android support, windowless applications on OS X and Windows, uses SDL2 as the default toolkit, adds new texture and mesh features, improves build system and got huge documentation review.
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October updates to Magnum: Two new ports, limit queries and usability improvements http://mosra.cz/blog/article.php?a=26-october-updates-to-magnum
IT. Summary of changes during the first two months after public release. Two new ports, usability improvements, OpenGL limit queries and introduction of API deprecation. The October snapshot is available under snapshot-2013-10 tag in Corrade, Magnum, Magnum Plugins and Magnum Integration GitHub ...
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New blog post: Using C++11 for simplifying daily workflow in Magnum http://mosra.cz/blog/article.php?a=24-c-11-features-in-magnum-simplifying-daily-workflow
IT. While the previous part was focused on C++11 features improving performance, here I will describe features which are used just to simplify your life by writing more concise code with less mistakes. This article is part of a series describing the how and why behind Magnum graphics engine.
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Trick how to use C++11 delegating constructors and a bit of variadic template voodoo to unpack a list of vectors into scalar values at compile time.
Some background. For purpose of this example I will use simplified barebone versions of (column-major) Matrix and Vector classes: template<size_t size> class Vector { public: template<class ....
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Povinná četba pro zodpovědné vývojáře (nejen) herních enginů.
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I've written in the past about how passing certain types by value in C++ would be more efficient than passing by constant reference. But it turns out that the ABI rules are somewhat more complex t...
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January updates to Magnum: Better text rendering, MSVC 2013 support, OpenGL debug output http://mosra.cz/blog/article.php?a=28-january-updates-to-magnum
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To put things into perspective, the Magnum graphics engine has around 100k lines of templated C++ code, documentation and comments. Currently the unoptimized build with Clang, CMake and Ninja runs 2 minutes and 59 seconds with tests enabled, without tests it's just 76 seconds.
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New blog post: Static and dynamic polymorphism in Magnum http://mosra.cz/blog/article.php?a=25-static-and-dynamic-polymorphism-in-magnum
IT. Thanks to generic programming and other features exclusive to C++ it is possible to handle polymorphism the most effective way for each use case. As a result, virtual calls are in Magnum used very sparingly. This article is part of a series describing the how and why behind Magnum graphics ...
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New blog post: Using C++11 for better memory management in Magnum http://mosra.cz/blog/article.php?a=23-c-11-features-in-magnum-better-memory-management
Getting rid of explicit memory management. Many objects in the engine are memory-heavy (e.g. vertex data), which means that copying them is not a good idea. Moreover, OpenGL objects (such as textures, meshes or buffers) aren't copyable, similarly to e.g. std::fstream objects.
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Kreténi. Tohle neni jazyk, to je výsměch.
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java:classes_io, java.io.DataInputStream.readUnsignedInt(),State: 11-Closed,Reported: 08-SEP-1997,Release Reported Against: 1.1.3
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Raytracing ve hrách? Stále nepoužitelný... a zbytečný, osm grafických karet se dá využít mnohem lépe než takto.
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