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Old June 27th, 2008   #121 (permalink)
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Originally Posted by BigIg View Post
I find your stuff interesting. I don't understand most of it, but I enjoy it. I often find myself reading things I Don't truly understand.
Yeah, I know it's a bit old, but thanks BigIg I'm in a bit of a bind lately and can't always make the really cool blog updates that you've been waiting for. I'm in the process of trying to move out of this hellhole, but it's proving really troublesome lately. The life of blueshogun can be pure chaos, but you'll understand when you're older More....

Regardless of how busy I am, I need to keep my gamedev portfolio work updated (one way or another). It's another update about my texture creations. Instead of leaving everything in .bmp format, non-squared, and separate alpha, I used .tga (RLE compressed for most), squared and pow2, and alpha channel included (32-bit texture).

Blueshogun’s texture portfolio update 6/26/08 « Blueshogun96’s (Shogun3D’s) Weblog

Hope you like it.
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Old October 26th, 2008   #122 (permalink)
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My latest update is an example of how to use a basic OpenGL vertex buffer object (VBO). Easy to learn/use. This example uses a static VBO. I'll save the dynamic VBO code for later.

Using OpenGL VBOs (Vertex Buffer Objects): The basics « Blueshogun96’s (Shogun3D’s) Weblog

Hope you like it.
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Old October 26th, 2008   #123 (permalink)
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What would be nice would be:

* A tutorial on multisampled framebuffer objects using framebuffer_blit/multisample
* Screenspace Ambience Occlusion tutorials
* A tutorial on HDR/depth of field/FBO post processing
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Old October 26th, 2008   #124 (permalink)
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Thanks for the suggestions, but I haven't learned those yet. Most of my knowledge is Direct3D oriented and I've been slacking off with both APIs lately, so as I learn things, I write a tutorial on things I learn.
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Old May 19th, 2009   #125 (permalink)
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First entry.
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P.S.: bumped.
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