Author Archives: Anteru

Canonical include files for frameworks & libraries

My research framework has gotten quite big over the years; the version my clients use at the moment comes with over 400 header files containing nearly 1000 classes. All of this is organized into several libraries (Core, Engine, Image, etc.) … Continue reading

Posted in Programming | Tagged , , , | 1 Comment

Minimal setup screen space quads: No buffers/layouts required

A neat trick that Rory Driscoll  mentioned on Twitter is to use vertex IDs to generate screen space quads. I just recently came around to use that in my stuff, so here’s some ready-to-use code. The advantage of using the … Continue reading

Posted in Graphics | Tagged , , | 4 Comments

Using right/left-handed viewing systems with both DirectX & OpenGL

One problem many 3D graphics beginners run into is left/right-handed view matrices. In many cases, beginners get stuck with left-handed coordinate systems because they start with DirectX. Worse of all, some sources on the web claim that DirectX somehow mandates … Continue reading

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OpenCL for realtime rendering: What’s missing?

I’m a heavy user of OpenCL, relying on it exclusively for all my highly parallel computing needs. Recently, I started using OpenCL as a replacement for DirectCompute for a DirectX11 based renderer, and while it’s close, there is still a … Continue reading

Posted in Graphics, Programming | Tagged , | 9 Comments