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  Re: LDraw BFC Tool
 
(...) snip (...) Thanks! You have no idea how many times I've forgotten to attach attachments to emails! Same thing! Kevin (14 years ago, 17-Jun-10, to lugnet.cad.dev, FTX)
 
  World Cup 2010 stars rendered in Ldraw
 
Hello Lego Fans, Today I want to present something for all football-fans among lugnet. I hope everyone enjoys the World Cup in South Africa so far. We Germans definately do :) By using Ldraw I build severel known players of the teams particapating (...) (14 years ago, 16-Jun-10, to lugnet.announce.moc, lugnet.cad, FTX)
 
  Re: Bricksmith 2.4: Faster. Much Faster.
 
In lugnet.cad.dev.mac, Alex Taylor wrote: <snip> (...) <snip> (...) Duh, I was over thinking it big time. Thinking scaling etc would f-up the normals, but with mirroring they will stay the same length. So you are right all I have to do is check if (...) (14 years ago, 16-Jun-10, to lugnet.cad.dev.mac, FTX)
 
  Re: Bricksmith 2.4: Faster. Much Faster.
 
(...) <snip> (...) Wow, this is amazing. I had no idea you could do these kinds of things with shaders. Like Don I too think it's time for me to get a good book/document on using shaders in OpenGL. Thanks for the revelation. Roland (14 years ago, 16-Jun-10, to lugnet.cad.dev)
 
  Re: Bricksmith 2.4: Faster. Much Faster.
 
(...) Hoo...that takes me back! :-) Doing the second shader was a bit of a blast from the past, actually - it's over 10 years since I last wrote assembler in anger! Alex (14 years ago, 16-Jun-10, to lugnet.cad.dev)
 
  Re: Bricksmith 2.4: Faster. Much Faster.
 
(...) ... Wow, that is simple. It looks just like the description of the algorithm in the LDRAW specs. I haven't felt this old since manipulating the colormap for animation went outta style. :^) Thanks for sharing, Don (14 years ago, 16-Jun-10, to lugnet.cad.dev)
 
  Re: Bricksmith 2.4: Faster. Much Faster.
 
(...) Actually, it's even simpler! This is the code for the geometry-shader: #version 120 #extension GL_NV_geometry_shader4 : enable varying out vec4 gl_TexCoord[]; float determinant(mat2 m) { return m[0][0] * m[1][1] - m[0][1] * m[1][0]; } void (...) (14 years ago, 16-Jun-10, to lugnet.cad.dev)  
 
  Re: Bricksmith 2.4: Faster. Much Faster.
 
(...) Ah ha! Yet another reason to read that vertex-shader book. So, are you suggesting running this algorithm on the graphics card (with counters for the vertices instead counting pixels in the stencil buffer) or perhaps some other algorithm? (...) (14 years ago, 16-Jun-10, to lugnet.cad.dev, FTX)
 
  Re: Bricksmith 2.4: Faster. Much Faster.
 
(...) One drawback with VBOs is that - unlike displaylists - you can't stick arbitrary GL calls in them. I'm using lists because I need to be able to put matrix operations in them as well as geometry. (...) Change the cull-face orientation ;-) (...) (...) (14 years ago, 16-Jun-10, to lugnet.cad.dev.mac, FTX)
 
  Re: Bricksmith 2.4: Faster. Much Faster.
 
(...) Interesting, but complicated IMO :-) Shaders offer a much easier implementation, and (I suspect) a faster one. Geometry-shaders for preference, but the algorithm can be implemented using vertex-shaders or even ARB vertex-programs to support (...) (14 years ago, 16-Jun-10, to lugnet.cad.dev, FTX)


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