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Source code checked in, #79546

- Added a cylinder drawing routine to the GeometryActor class. - Corrected a bug in the drawing routines that didn't allow more than one shape to be drawn. Now the indices are calculated according to...

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Source code checked in, #79659

- Added a disc drawing routine to GeometryActor. - Updated the normal vector calculations in the cylinder drawing routine. They now respect the differences in radius at each end point (if they aren't...

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Source code checked in, #79779

- Updated the Kinect Skeleton visualization to utilize the new GeometryActor class. It looks better, and is much easier to use now.

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Source code checked in, #79788

- Added InstancedQuadGeometryDX11 class for performing instanced rendering with two vertex buffers and an index buffer. - Updated SpriteRendererDX11 to use this new class, moving it closer to the...

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Source code checked in, #79961

Checked in by server upgrade

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Source code checked in, #79962

Upgrade: New Version of LabDefaultTemplate.xaml. To upgrade your build definitions, please visit the following link: http://go.microsoft.com/fwlink/?LinkId=254563

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Source code checked in, #80021

- Added vertex buffer templates to simplify dynamic management of the buffers. - Refactored the PipelineExecutor classes to use the new buffer templates. - Added a text rendering Actor (TextActor) for...

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Source code checked in, #80162

- Modified the Scene classes to work directly with Actors instead of connecting to Entity3D instances. This helps encapsulate the Actor, and allows us to work with scenes in a more generic way (in...

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Source code checked in, #80168

- Added missing files to the ParticleStorm demo.

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Source code checked in, #80857

- Added a specialization of a vector parameter writer, which calculates its parameter instead of just writing the value it is given. This allows for thread safe parameter calculation to be done at...

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Source code checked in, #80858

- Added the HLSL file for volume rendering to the repository.

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Source code checked in, #80996

- Updated the volume renderer to calculate a normal vector and shade the pixel according to lighting conditions in the scene. - Created another specialized parameter writer for calculating the texture...

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Source code checked in, #81582

- Updated the event systems to better handle when more than one event manager is needed. - Updated the Lua projects to remove warnings, simplify the build process, and eliminated some un-needed files....

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Source code checked in, #81722

- Updated to VS2012 and the Windows 8 SDK - Combined the two Lua projects into just one - Created separate solutions for Kinect and non-Kinect projects

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Source code checked in, #81763

- Created the SpatialController class, which simplifies the manipulation of the camera classes - Updated parameter writers to allow initializing parameter values on all parameter managers - Added...

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Source code checked in, #81943

- Refactored the PipelineExecutorDX11 classes to be template classes. This allows for a particular type of draw call execution to be used with multiple vertex types. These template classes allowed the...

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Source code checked in, #81944

- Added missing files for SpriteVertexDX11 to the repository (see last commit for most recent changes)

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Source code checked in, #82511

- Converted event system to use smart pointers when handling event objects - Upgraded the event system to accommodate multiple event managers (was previously a singleton) - Implemented the first...

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Source code checked in, #82706

- Refactored the render view system to indicate the additional types of processing that are now supported (i.e. simulations aren't really render views...). They are now called 'Task' in general and...

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Source code checked in, #82807

- Introduced templated state monitors into the pipeline stage classes for tracking actual vs. desired states. See TStateMonitor and TStateArrayMonitor for details. This required a small update to the...

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