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    State safe TBGL programming 

    by
    Petr Schreiber
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    Published on 25-10-2012 12:00     Number of Views: 10492 
    1. Categories:
    2. Tech Basic

    TBGL rendering system is internally based on the OpenGL technology, therefore it shares the state machine oriented design. This means that once you set some of the states, such as drawing color, it stays enabled until you change it to something else. While this can be advantageous in some situations, in others it can cause problem, especially when trying to write modular code.

    This article describes the possible side effects of state handling and proposes new code style which should help you write modular graphic code of better quality.
    ...
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    Beyond TBGL: Offscreen rendering, why and how? 

    by
    Petr Schreiber
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    Published on 18-05-2011 03:00     Number of Views: 20472 
    1. Categories:
    2. Tech Intermediate

    ThinBASIC offers the continuously developed TBGL library since year 2005. It is module focusing on providing way to draw graphics hardware accelerated way, but only with features which are widely adopted. That means, only "safe" functionality is added, so programmer can sleep peacefuly, because his scripts will run on any PC with properly installed GPU drivers.

    But in real world, there are situations, when you simply need to use even the cutting edge features or features not commonly implemented by all hardware vendors. One of such a features is offscreen rendering, and this article will tell you for what it can be useful, what are the basic principles and it finally gives you sample implementation and script examples.
    ...
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    MovieFX: Blending based bokeh 

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    Petr Schreiber
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    Published on 01-01-2011 15:30     Number of Views: 17868 
    1. Categories:
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    There is an interesting trend which can be observed in the cut scenes present in many videogames released in the last years. Almost every 3D game now shows increased focus on cinematic feeling, which is achieved by extensive use of motion capture and specific work with camera, which includes not only its movement in the scene, but also simulating some of the optical properties as well.
    ...
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    Entity data signature 

    by
    Petr Schreiber
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    Published on 01-11-2010 08:30  Number of Views: 14609 
    1. Categories:
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    TBGL provides the programmer with entity system, which allows definition of multiple kinds of types of entities. Sometimes we need to work with just group of entities and cast on them context specific action.

    As the scene in TBGL can be composed of completely heterogeneous elements, this can become quite complicated task. We will take advantage of the fact any entity in TBGL can hold its custom user data, defined by programmer. By marking the user data with custom signature, we can easily determine which entities have something in common.

    This article explains what data signature is, how to specify it and how to use it for comfortable handling of objects in the scene.

    ...
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    User defined entities 

    by
    Petr Schreiber
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    Published on 01-10-2010 07:30  Number of Views: 11653 
    1. Categories:
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    ThinBasic module for accelerated graphics, TBGL, offers multiple ways to represent the scene. The most straightforward one is often referenced as entity system.

    Entity system allows organization of various kinds of entities in scenes. Programmers can define “solid” objects using geometric primitives, m15 models or display lists and specify their relationship. This is enough for most typical applications, but what to do when the programmer want to use different kinds of objects.

    The answer is – use the function slot entity.

    ...
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    MovieFX: Combining photo with 3D object 

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    Petr Schreiber
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    Published on 01-09-2010 07:30     Number of Views: 14541 
    1. Categories:
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    When looking at recent state of CG effects in movies and TV series, one of the most attractive topics is combining real world footage with some ...
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